


A Quick Overview
What started as a small experiment based on Ray Tracing in One Weekend has turned into a fully featured path tracer built on Metal for Apple Silicon.
It now includes hardware ray tracing, physically-based materials, environment lighting, and denoising — all running natively on M-series GPUs.
The project aims to blend artistic rendering and technical research, keeping everything modular, transparent, and reproducible.
The Current State
-
Hardware and software ray-tracing backends (Metal RT + BVH)
-
Physically-based materials: metals, plastics, glass, SSS, and car paint
-
HDR lighting with multiple importance sampling
-
Progressive accumulation and real-time previews
-
AOV-based denoising (OIDN)
-
Scene DSL for quick iteration and custom setups
What’s Coming Next
-
Finalizing version 1.0 with improved material models and caustics
-
Volume and fog rendering
-
Spectral lighting experiments
-
Real-time denoising for interactive scenes
Supporters get early access to devlogs, HD renders, and detailed write-ups of the Metal architecture, scene format, and rendering algorithms.
Why Support
Your support helps sustain ongoing development, testing, and research time — keeping this renderer evolving as both an open creative project and a technical exploration of Apple’s Metal ecosystem.
Supporters receive:
-
Early access to technical devlogs
-
Exclusive full technical papers (PDF)
-
Preview builds and scene files
-
Behind-the-scenes breakdowns
Closing
This project started as a learning challenge and is now becoming a production-ready renderer.
If you’re interested in the intersection of graphics research and artistic rendering, consider joining and following the updates.