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Real-time PathTracing with global illumination and progressive rendering, all on top of the Three.js WebGL framework. Click here for Live Demo: https://erichlof.github.io/THREE.js-PathTracing-Renderer/Geometry_Showcase.html
| Date | Stars |
|---|---|
| 2026-07-24 | 2225 |
| 2026-07-25 | 2225 |
| 2026-07-28 | 2225 |
| 2026-07-30 | 2225 |
| 2026-08-06 | 2225 |
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# THREE.js-PathTracing-Renderer Real-time PathTracing with global illumination and progressive rendering, all on top of the Three.js WebGL framework. <br> <br> <h4>Quick Controls Notes</h4> * *Desktop*: Mouse click anywhere to capture mouse, then the usual Mouse-move and WASD/QZ keys control 1st person camera. Mousewheel to zoom in and out. O and P keys toggle Orthographic and Perspective camera modes. Left/Right arrow keys control camera's aperture size (depth of field blur effect), while Up/Down arrow keys control the Focal point distance from the camera. ESC key to exit and return the mouse pointer. * *Mobile*: Swipe to rotate 1st person camera. The 4 Large Arrow buttons control camera movement. Horizontal pinch to zoom in and out. Vertical Pinch controls camera's aperture size (depth of field blur effect). The 2 smaller Up/Down Arrow buttons control the Focal point distance from the camera. Orthographic camera mode can be turned on/off through the GUI checkbox. <h2>LIVE DEMOS</h2> * [Geometry Showcase Demo](https://erichlof.github.io/THREE.js-PathTracing-Renderer/Geometry_Showcase.html) demonstrates some primitive shapes for ray tracing, while showing off the renderer's capabilities - global illumination, true reflections/refractions, bounce lighting, soft shadows, caustics, and near-instant image convergence at 30-60fps, on any device! * [Ocean and Sky Demo](https://erichlof.github.io/THREE.js-PathTracing-Renderer/Ocean_And_Sky_Rendering.html) mixes ray tracing with ray marching and models an enormous calm ocean underneath a realistic physical sky. Now has more photo-realistic procedural clouds! * [Billiard Table Demo](https://erichlof.github.io/THREE.js-PathTracing-Renderer/Billiard_Table.html) shows support for loading image textures (i.e. .jpg .png) to be used for materials. The billiard table cloth and two types of wood textures are demonstrated. * [Cornell Box Demo](https://erichlof.github.io/THREE.js-PathTracing-Renderer/Cornell_Box.html) This demo renders the famous old Cornell Box, but at 30-60 FPS - even on mobile! For comparison, here is a real photograph of the original Cornell Box vs. a rendering with the three.js PathTracer:   <br> * [Volumetric Rendering Demo](https://erichlof.github.io/THREE.js-PathTracing-Renderer/Volumetric_Rendering.html) renders objects inside a volume of dust/fog/etc.. Notice the cool volumetric caustics from the glass sphere on the left, rendered almost instantly! * [Water Rendering Demo](https://erichlof.github.io/THREE.js-PathTracing-Renderer/Water_Rendering.html) Renders photo-realistic water and simulates waves at 30-60 FPS. No triangle meshes are needed, as opposed to other traditional engines/renderers. The Cornell Box is rendered using standard path tracing, while the water surface is achieved through ray marching. * [Light Shaft Demo](https://erichlof.github.io/THREE.js-PathTracing-Renderer/Light_Shafts.html) demonstrates the rendering of volumetric light shafts (a.k.a. 'God rays') which occur when light sources are blocked everywhere except for the lit volume (light shaft). To be able to see these lit volumes vs. surrounding shadow volumes, there must be participating media like smoke, fog, atmospheric gases, etc.. This scene contains a thin, blueish fog. <h3>Natural Environment Ray Marching Demos </h3> * [Terrain Demo](https://erichlof.github.io/THREE.js-PathTracing-Renderer/Terrain_Rendering.html) combines traditional raytracing with raymarching to render stunning outdoor environments in real time! Land is procedurally generated, can be altered with simple parameters. Total number of triangles processed for these worlds: 2! (for screen size quad) :-) * [Arctic Circle Demo](https://erichlof.github.io/THREE.js-PathTracing-Renderer/Arctic_Circle.html) I was experimenting with my ray marching engine and what types of environments I could get out of it by just altering some parame
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Would you bet a product on this? Bounded 0–100 and slow moving.
matched fp:22928b3e39afdb46, topic:tracing
matched fp:22928b3e39afdb46, topic:ray