Real-Time GPU
Path Tracer
A physically-based Monte Carlo path tracer written entirely in raw GLSL ES 3.0 fragment shaders — no rendering libraries, no shortcuts. Every photon traced from scratch on your GPU.
Monte Carlo Integration
Stochastic path tracing with stratified sampling. Each frame accumulates one new sample per pixel, converging toward the ground-truth render over time.
PBR Material System
Full physically-based rendering with metallic, roughness, and transmission parameters. Glass uses Fresnel equations and Snell's Law for accurate refraction.
Global Illumination
Multi-bounce light transport captures indirect lighting, color bleeding, and caustics. Configurable ray depth from 1 (direct only) to 12 bounces.
Importance Sampling
Cosine-weighted hemisphere sampling for diffuse BRDFs. GGX microfacet distribution for specular lobes. Reduces variance by 4–8× vs uniform sampling.
GPU Parallelism
Every pixel evaluated simultaneously across thousands of shader invocations. No CPU involvement in the render loop — pure GPU compute.
Analytic Geometry
Ray-sphere and ray-plane intersection via closed-form quadratic solutions. No mesh, no rasterization — pure mathematical ray casting.
Primary Ray Generation
Each fragment shader invocation generates a camera ray through a pixel using a pinhole camera model with depth-of-field jitter for anti-aliasing.
Scene Intersection (BVH)
Rays are tested against all scene primitives. The closest hit is recorded with surface normal, material ID, and parametric distance t.
BRDF Evaluation & Scatter
At each hit point, the surface BRDF is evaluated. A new ray direction is importance-sampled based on the material (Lambertian, GGX specular, or glass transmission).
Recursive Path Extension
The scattered ray becomes the next primary ray. This loop repeats up to N bounces, accumulating radiance at each step weighted by the BRDF and PDF.
Progressive Accumulation
Each frame's result is blended with a running average stored in a floating-point accumulation buffer. Image quality improves continuously over time.
HDR Tone Mapping
ACES filmic tone curve maps high-dynamic-range radiance values to display range. Gamma correction applied for perceptually accurate output.
| Render Method | Monte Carlo Path Tracing |
| Shading Language | GLSL ES 3.0 |
| API | WebGL 2.0 |
| Render Resolution | 1280×520 |
| Max Ray Depth | 6 bounces |
| Sampling Strategy | Progressive SPP |
| BRDF Models | Lambertian · GGX · Glass |
| Tone Mapping | ACES Filmic |
| Anti-Aliasing | Stochastic (per-frame jitter) |
| Target Hardware | NVIDIA RTX 5080 |
| CPU Involvement | Zero (pure GPU) |
| Hardware | M Rays/s | |
|---|---|---|
| RTX 5080 (local) | -- | |
| RTX 4090 | ~420 | |
| M3 Pro (Mac) | ~180 | |
| Cloud T4 (AWS) | ~95 |
* Local RTX 5080 benchmark updates live as you render. Other values are reference estimates.
▸ Linear algebra — vectors, matrices, coordinate transforms
▸ Light transport physics — rendering equation, BRDFs
▸ Stochastic mathematics — Monte Carlo, importance sampling
▸ Memory architecture — framebuffer ping-pong, texture units
▸ Real-time optimization — frame budget management
▸ WebGL pipeline — VAOs, FBOs, float textures
Senior Technical Architect
Combining deep GPU engineering with enterprise systems experience. Available for Senior, Staff, and Principal roles at AI-forward companies.
gene@generoth.com