


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
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Hardware and software ray-tracing backends (Metal RT + BVH)
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Physically-based materials: metals, plastics, glass, SSS, and car paint
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HDR lighting with multiple importance sampling
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Progressive accumulation and real-time previews
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AOV-based denoising (OIDN)
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Scene DSL for quick iteration and custom setups
What’s Coming Next
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Finalizing version 1.0 with improved material models and caustics
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Volume and fog rendering
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Spectral lighting experiments
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Real-time denoising for interactive scenes
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, follow the updates.