Writing a GPU-Accelerated Path Tracer in Rust - Part 3
Posted on by bheisler.github.io
Hello! Welcome to my third and final post on my GPU-accelerated Path Tracer in Rust. In the last post, we implemented all of the logic necessary to build a true path tracer. Problem is, even on the GPU it’s terrifically slow. This post is (mostly) about fixing that. But first, we need to fix a bug or two, because I goofed. sad trombone Step -1: Fixing Bugs /u/anderslanglands on Reddit pointed out that, since I’m using Cosine-weighted Importance Sampling, I need to do some extra math to avoid biasing the results.