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Real-Time Mesh Raytracer

Screenshot 2025-06-29 120134.png

ABOUT

Real-Time Mesh Raytracer originated as a time-constrained three-day CPU ray tracing challenge targeting implicit primitives (spheres, planes and triangles). The project has since been extended to utilise GPU compute shaders, supporting exploration of acceleration structures, instancing, and real-time performance optimisation. Future developments will investigate Monte Carlo and importance sampling methods to support more physically accurate light transport.

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FEATURES

  • Implements ray tracing with temporal frame accumulation and denoising to reduce stochastic artefacts.

  • Supports bounding volume (BVH) acceleration structures constructed using Spatial Median and Binned SAH techniques.

  • Incorporates a two-level acceleration structure: a world-space TLAS (Top-Level Acceleration Structure) and reusable model-space BLAS (Bottom-Level Acceleration Structures) to support efficient model instancing.

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NEXT STEPS / FUTURE WORK

  • Optimisation of TLAS rebuilds on the CPU for dynamic scenes to mitigate frame-time spikes.

  • Exploration of Quad-BVH structures for improved traversal efficiency.

  • Integration of Monte Carlo sampling and importance-driven techniques for enhanced global illumination models.​

Jagunmolu Oke

© 2025 by Jagunmolu Oke. Powered and secured by Wix

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