Path Tracing and Physically-Based Rendering With DirectX Raytracing
Benjamin WANG
Software Development
Path Tracing and Physically-Based Rendering With DirectX Raytracing
This artifact presents the development of a physically-based path tracing renderer utilizing DirectX Raytracing( DXR). The system constructs a complete raytracing pipeline, including ray generation, intersection handling, and hit shading, with optimization through Bottom Level( BLAS) and Top Level( TLAS) Acceleration Structures. Path tracing is employed to model realistic light transport via multiple recursive bounces, enabling both direct and global illumination.
To address the inherent noise from Monte Carlo integration, several screen-space denoising techniques were implemented, including Non-Local Means Filtering, Adaptive Bilateral Filtering, and Gaussian Blur. Physically-Based Rendering( PBR) techniques were integrated, based on the Cook-Torrance BRDF model with GGX distribution, Fresnel-Schlick
approximation, and Smith’ s geometry function, ensuring energy conservation and accurate microfacet surface modeling.
Specialized handling for glass materials was developed, accurately simulating reflection, refraction, and absorption effects according to physical principles such as Snell’ s Law and Fresnel equations. Through this integration, the renderer achieves photorealistic visual results with correct material properties and complex light interactions, demonstrating the effectiveness of path tracing combined with PBR under a realtime raytracing framework.
88 SOFTWARE DEVELOPMENT