**Noor**
Noor is an experimental yet powerful CUDA pathtracer (with support for multiple GPUs). It started (Noor 1.0) as part of a final class project (real-time Whitted raytracer) in 2009 and was recently resurrected as a pathtracer to assist me in learning and reinforcing the ideas and the topics covered in the PBRT book.
(##) Acceleration Data Structures:
* BVH
* SBVH (removed)
(##) Instancing:
* Multi-level BVH tree construction and traversal
* Support for large scenes with complex instancing of geometry
(##) Primitives:
* Triangles
* Implicit surfaces like quads, disks, spheres, and cylinders (mesh lights)
(##) Supported model/scene file formats:
* Alias Wavefront OBJ
* Autodesk FBX
* Custom materials, lights, and cameras using MEL scripts
(##) Supported image formats
* JPG, jpg, TGA, BMP, PSD, GIF, HDR, and PIC [(STB by Sean Barrett)](https://github.com/nothings/stb).
* EXR [(Syoyo Fujita)](https://github.com/syoyo/tinyexr).
(##) Supported lights:
* Environment lighting (HDR and physical sky)
* Distant lights
* Area lights
* Point lights
* Spot lights
* Mesh area lights (quad, sphere, and disk)
* Infinite/environment light with importance sampling
* Physical sun/sky (Hosek) with importance sampling
* Cuda port of the Hosek & Wilkie implementation [(Hosek & Wilkie Sun & Sky Model)](http://cgg.mff.cuni.cz/projects/SkylightModelling/)
(##) Texture:
* HDR and LDR
* Mipmapping
* Point, bi-linear, tri-linear, EWA (anisotropic) sampling
* Realtime Cuda image resizer and mipmap generator
(##) Camera:
* Perspective with depth of field
* Orthographic
* Environment (360 degrees)
(##) Work in Progress:
* Bidirectional path tracing
* Volume path tracing
* Subsurface scattering
* Multi-threaded BVH build
* Maya plugin
(##) Resources and Credits:
* [PBRT:](http://www.pbrt.org/) raytracing superbible
* [Mitsuba:](https://www.mitsuba-renderer.org/) complement to PBRT
* [Nvidia Optix:](https://developer.nvidia.com/optix) excellent resource on the GPU side (e.g. RNG)
* Solid Angle Arnold Renderer: ground truth
* Octane Renderer: ground truth
* Pixar Luxo Jr. and Luxo Ball License:
* Lamp CC BY 3.0 © [pistiwique](https://www.blendswap.com/blends/view/75677)
* Ball CC BY 0.0 © [ethomson92](https://www.blendswap.com/blends/view/91066)
* Exported from Blender and Imported to Maya
* Added Noor Custom PBR Material
* Utah Teapot: [University of Utah Rendering Competition](https://graphics.cs.utah.edu/trc/)
* SGI Logo: [HP](https://www.hpe.com/us/en/solutions/hpc-high-performance-computing.html)
* Shader ball/knob License: CC BY 3.0 © [Yasutoshi Mori](https://github.com/MirageYM)
* Removed the equations
* Removed the backdrop
* Removed all the textures
* Only the knob is used
* HDRI
* [hdriheaven.com](https://hdriheaven.com)
* [Bernhard Vogl](http://dativ.at/)
* [Maxime Roz](http://www.maximeroz.com/hdri-free-pack/)
* Art assets
* Train, cabin (only the cabin), and museum are from [3drender.com lighting challenge](http://www.3drender.com/challenges/)
* The trees in the cabin scene are from [ORCA: Open Research Content Archive](https://developer.nvidia.com/orca/speedtree)
* Shaolin Monk and Tulips [Evermotion](https://evermotion.org)
* PBR textures
* [textures.com](https://textures.com)
* [source allegorithmic](https://source.allegorithmic.com/)
* All the rest of the assets are created by me using Autodesk Maya
* This web page is created using [Morgan McGuire's MarkDeep](https://casual-effects.com/markdeep/)
(##) ScreenShots:
(insert screenshot.html here)