Hikari is a physically-based offline rendering engine, which I write in my spare time to learn what goes into building a production rendering engine.
Some notable features of Hikari are (see gallery below to see them in action)-
- Cosine-weighted and emitter importance sampling
- Area Lights, Spotlights, Directional Lights and Point Lights
- Solid Angle Sampling for Spherical Area Lights which drastically reduce variance as compared to Area Sampling (see below for a comparison)
- Direct Lighting only and Path Tracing integrators
- Matte materials via Perfect Diffuse (Lambertian) and Oren-Nayar BRDF
- Analytical Spheres and Triangle Meshes via
.obj
files - Mutlithreading via TBB
Note: Following images are rendered in .ppm
but were converted to .png
for uploading.
Note 2: Click on the images for full size.
Emitters | Gallery |
---|---|
Spherical Area Light | |
Spot Light | |
Point Light |
Sampling (4spp) | Gallery (rendered in under 3 seconds on Intel Core i5-7267U with two cores) |
---|---|
Area Sampling | |
Solid Angle Sampling |
BRDFs | Gallery |
---|---|
Perfect Diffuse (Lambertian, standard deviation = 0) | |
Oren-Nayar (standard deviation = 90) |
Integrators | Gallery |
---|---|
Direct Lighting only | |
Path Tracing |