Path Tracer & Light Transport Renderer
C++ · Multithreading · Intel OIDN · Warwick · 2026
I extended a CPU path tracer with light tracing, instant radiosity, and material models for metal, glass and layered surfaces. The renderer combines a Binned SAH BVH with 32 × 32 tiled rendering across CPU threads.
Implementation & additional renders
- Architecture: Three integrators in one engine: Path Tracing, Light Tracing, and Instant Radiosity (which uses a Halton quasi-Monte Carlo sampler relying on prime bases for the Radical Inverse).
- Material framework: GGX microfacets (Conductor BSDF, sampled proportionally to the NDF), Plastic (Phong), Diffuse, Oren-Nayar, Glass, Mirror, and a Layered BSDF evaluating Beer's Law for attenuation.
- Performance: Rendering distributed across CPU threads in 32 × 32 tiles, with a Binned SAH BVH (surface area heuristic bounding volume hierarchy) to reduce geometry searches and Multiple Importance Sampling (MIS) for latitude-longitude environment maps.
- Denoising: Integrated Intel Open Image Denoise using colour, albedo and normal buffers, producing denoised images at 16 samples per pixel across four test scenes.











