**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)