
Recently I’ve been turning my path tracer from a CPU-only renderer into a more structured CPU/GPU rendering project.
Some recent milestones:
- Added an OptiX-based GPU path tracing path alongside the existing CPU renderer
- Built render-level smoke tests to compare CPU/GPU outputs using PSNR and RMSE
Next, I’m planning to experiment with reservoir-based direct illumination and use the current validation/debug framework to compare quality and stability against the existing NEE baseline.


