Pathed is a path tracer written in C++ that I have been working on to solidify my understanding of rendering techniques and algorithms.
Some of Pathed features include: Lambertian, Oren-Nayar, Beckmann microfacet, Mirror, and Glass scattering models; multiple importance sampling and next event estimation; environment maps; and heterogeneous volumetric scattering.
My most recent project has been attempting to render Disney's Moana research scene. So far I've added support for B-spline curves, ptex textures, and hierarchical instancing. Currently I'm working on optimization, bug fixes, and supporting the Disney BRDF.

Glass material, homogeneous absorption, and environment lighting

Microfacet reflection modeled with Beckmann distribution

Heterogeneous volume scattering

Heterogeneous volume scattering

Tungsten's material ball with absorbing dielectric material

Tungsten's material ball with rough dielectric material

Volumetric caustic in homogeneous medium

Cornell box with mirror material
> git clone https://github.com/chellmuth/pathed
> cd pathed
> git submodule update --init --recursive
> mkdir Release; cd Release
> cmake ..
> make
> cp job.json.example job.json
> cd Release
> ./pathed



