
Path tracing is a rendering algorithm in
computer graphics
Computer graphics deals with generating images and art with the aid of computers. Computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. ...
that
simulates how light interacts with
objects,
voxel
In computing, a voxel is a representation of a value on a three-dimensional regular grid, akin to the two-dimensional pixel. Voxels are frequently used in the Data visualization, visualization and analysis of medical imaging, medical and scient ...
s, and
participating media to generate realistic (''physically plausible'')
images.
This
ray tracing technique uses the
Monte Carlo method
Monte Carlo methods, or Monte Carlo experiments, are a broad class of computational algorithms that rely on repeated random sampling to obtain numerical results. The underlying concept is to use randomness to solve problems that might be ...
to accurately model
global illumination
Global illumination (GI), or indirect illumination, is a group of algorithms used in 3D computer graphics that are meant to add more realistic lighting
Lighting or illumination is the deliberate use of light to achieve practical or aest ...
, simulate different surface characteristics, and capture a wide range of effects observable in a
camera
A camera is an instrument used to capture and store images and videos, either digitally via an electronic image sensor, or chemically via a light-sensitive material such as photographic film. As a pivotal technology in the fields of photograp ...
system, such as optical properties of
lens
A lens is a transmissive optical device that focuses or disperses a light beam by means of refraction. A simple lens consists of a single piece of transparent material, while a compound lens consists of several simple lenses (''elements'') ...
es (e.g.,
depth of field
The depth of field (DOF) is the distance between the nearest and the farthest objects that are in acceptably sharp focus (optics), focus in an image captured with a camera. See also the closely related depth of focus.
Factors affecting depth ...
and
bokeh) or the impact of
shutter speed (e.g.,
motion blur
Motion blur is the apparent streaking of moving objects in a photograph or a sequence of frames, such as a film or animation. It results when the image being recorded changes during the recording of a single exposure, due to rapid movement or l ...
and
exposure). By incorporating
physically accurate materials and
light transport models, it can produce
photorealistic
Photorealism is a genre of art that encompasses painting, drawing and other graphic media, in which an artist studies a photograph and then attempts to reproduce the image as realistically as possible in another medium. Although the term can b ...
results but requires significant computational power. Performance is often constrained by
VRAM
Video random-access memory (VRAM) is dedicated computer memory used to store the pixels and other graphics data as a framebuffer to be rendered on a computer monitor. It often uses a different technology than other computer memory, in order to ...
/
RAM
Ram, ram, or RAM most commonly refers to:
* A male sheep
* Random-access memory, computer memory
* Ram Trucks, US, since 2009
** List of vehicles named Dodge Ram, trucks and vans
** Ram Pickup, produced by Ram Trucks
Ram, ram, or RAM may also ref ...
capacity and memory bandwidth, especially in complex scenes, necessitating
denoising
Noise reduction is the process of removing noise from a signal. Noise reduction techniques exist for audio and images. Noise reduction algorithms may distort the signal to some degree. Noise rejection is the ability of a circuit to isolate an u ...
techniques for practical use. Additionally, the
Garbage In, Garbage Out (GIGO) principle applies - inaccurate scene data, poor
geometry
Geometry (; ) is a branch of mathematics concerned with properties of space such as the distance, shape, size, and relative position of figures. Geometry is, along with arithmetic, one of the oldest branches of mathematics. A mathematician w ...
, low-quality
materials
A material is a substance or mixture of substances that constitutes an object. Materials can be pure or impure, living or non-living matter. Materials can be classified on the basis of their physical and chemical properties, or on their ge ...
, or incorrect rendering settings can negatively impact the final output, regardless of
rendering precision.
Due to its accuracy,
unbiased
Bias is a disproportionate weight ''in favor of'' or ''against'' an idea or thing, usually in a way that is inaccurate, closed-minded, prejudicial, or unfair. Biases can be innate or learned. People may develop biases for or against an individ ...
nature, and algorithmic simplicity, path tracing is commonly used to generate reference images when testing the quality of other rendering
algorithm
In mathematics and computer science, an algorithm () is a finite sequence of Rigour#Mathematics, mathematically rigorous instructions, typically used to solve a class of specific Computational problem, problems or to perform a computation. Algo ...
s. Fundamentally, the algorithm works by
integrating the light arriving at a point on an object’s surface, where this
illuminance
In photometry (optics), photometry, illuminance is the total luminous flux incident on a surface, per unit area. It is a measure of how much the incident light illuminates the surface, wavelength-weighted by the luminosity function to correlate ...
is then modified by a surface reflectance function (
BRDF
The bidirectional reflectance distribution function (BRDF), symbol f_(\omega_,\, \omega_), is a function of four real variables that defines how light from a source is reflected off an Opacity (optics), opaque surface. It is employed in the optic ...
) to determine how much light contributes to the final image, as seen by the camera. This integration procedure is repeated for every
pixel
In digital imaging, a pixel (abbreviated px), pel, or picture element is the smallest addressable element in a Raster graphics, raster image, or the smallest addressable element in a dot matrix display device. In most digital display devices, p ...
in the output image, ensuring detailed evaluation of each one. The number of samples per pixel (spp) determines the level of detail and quality of the final render, with more samples generally improving image clarity. Rendering performance is often measured in mega samples per second (Ms/sec), which reflects how many millions of samples can be processed per second, directly impacting rendering speed. Several variants of path tracing, such as
bidirectional path tracing and
Metropolis light transport, have been developed to improve efficiency in various types of scenes, reducing noise and speeding up convergence.
History
The
rendering equation
In computer graphics, the rendering equation is an integral equation that expresses the amount of light leaving a point on a surface as the sum of emitted light and reflected light. It was independently introduced into computer graphics by David ...
and its use in computer graphics was presented by
James Kajiya in 1986. Path tracing was introduced then as an algorithm to find a
numerical solution
Numerical analysis is the study of algorithms that use numerical approximation (as opposed to symbolic manipulations) for the problems of mathematical analysis (as distinguished from discrete mathematics). It is the study of numerical methods t ...
to the integral of the rendering equation. A decade later, Lafortune suggested many refinements, including bidirectional path tracing.
Metropolis light transport, a method of perturbing previously found paths in order to increase performance for difficult scenes, was introduced in 1997 by Eric Veach and
Leonidas J. Guibas.
More recently,
CPUs and
GPUs have become powerful enough to render images more quickly, causing more widespread interest in path tracing algorithms. Tim Purcell first presented a
global illumination
Global illumination (GI), or indirect illumination, is a group of algorithms used in 3D computer graphics that are meant to add more realistic lighting
Lighting or illumination is the deliberate use of light to achieve practical or aest ...
algorithm running on a GPU in 2002. In February 2009, Austin Robison of
Nvidia
Nvidia Corporation ( ) is an American multinational corporation and technology company headquartered in Santa Clara, California, and incorporated in Delaware. Founded in 1993 by Jensen Huang (president and CEO), Chris Malachowsky, and Curti ...
demonstrated the first commercial implementation of a path tracer running on a GPU, and other implementations have followed, such as that of Vladimir Koylazov in August 2009. This was aided by the maturing of
GPGPU
General-purpose computing on graphics processing units (GPGPU, or less often GPGP) is the use of a graphics processing unit (GPU), which typically handles computation only for computer graphics, to perform computation in applications traditiona ...
programming toolkits such as
CUDA
In computing, CUDA (Compute Unified Device Architecture) is a proprietary parallel computing platform and application programming interface (API) that allows software to use certain types of graphics processing units (GPUs) for accelerated gene ...
and
OpenCL
OpenCL (Open Computing Language) is a software framework, framework for writing programs that execute across heterogeneous computing, heterogeneous platforms consisting of central processing units (CPUs), graphics processing units (GPUs), di ...
and GPU ray tracing SDKs such as
OptiX.
Path tracing has played an important role in the film industry. Earlier films had relied on
scanline rendering
Scanline rendering (also scan line rendering and scan-line rendering) is an algorithm for visible surface determination, in 3D computer graphics, that works on a row-by-row basis rather than a polygon-by-polygon or pixel-by-pixel basis. All of ...
to produce CG visual effects and animation. In 1998,
Blue Sky Studios
Blue Sky Studios, Inc. was an American visual effects and computer animation animation studio, studio, which was active from 1987 to 2021. It was based in Greenwich, Connecticut, and was founded on February 22, 1987, by Chris Wedge, Michael F ...
rendered the
Academy Award
The Academy Awards, commonly known as the Oscars, are awards for artistic and technical merit in film. They are presented annually by the Academy of Motion Picture Arts and Sciences (AMPAS) in the United States in recognition of excellence ...
-winning short film
''Bunny'' with their proprietary CGI Studio path tracing renderer, featuring soft shadows and indirect illumination effects.
Sony Pictures Imageworks' ''
Monster House'' was, in 2006, the first animated feature film to be rendered entirely in a path tracer, using the commercial
Arnold renderer. Also,
Walt Disney Animation Studios
Walt Disney Animation Studios (WDAS), sometimes shortened to Disney Animation, is an American animation studio that produces animated feature films and short films for the Walt Disney Company. The studio's current production logo features a s ...
has been using its own optimized path tracer known as Hyperion ever since the production of ''
Big Hero 6'' in 2014.
Pixar Animation Studios
Pixar (), doing business as Pixar Animation Studios, is an American animation studio based in Emeryville, California, known for its critically and commercially successful computer-animated feature films. Pixar is a subsidiary of Walt Disney S ...
has also adopted path tracing for its commercial
RenderMan The name RenderMan can cause confusion because it has been used to refer to different things developed by Pixar Animation Studios:
* RenderMan Interface Specification (RISpec), an open API
An application programming interface (API) is a connec ...
renderer.
Description
Kajiya's
rendering equation
In computer graphics, the rendering equation is an integral equation that expresses the amount of light leaving a point on a surface as the sum of emitted light and reflected light. It was independently introduced into computer graphics by David ...
adheres to three particular principles of optics; the Principle of Global Illumination, the Principle of Equivalence (reflected light is equivalent to emitted light), and the Principle of Direction (reflected light and scattered light have a direction).
In the real world, objects and surfaces are visible due to the fact that they are reflecting light. This reflected light then illuminates other objects in turn. From that simple observation, two principles follow.
I. For a given indoor scene, every object in the room must contribute illumination to every other object.
II. Second, there is no distinction to be made between illumination emitted from a light source and illumination reflected from a surface.
Invented in 1984, a rather different method called
radiosity was faithful to both principles. However, radiosity relates the total illuminance falling on a surface with a uniform
luminance
Luminance is a photometric measure of the luminous intensity per unit area of light travelling in a given direction. It describes the amount of light that passes through, is emitted from, or is reflected from a particular area, and falls wit ...
that leaves the surface. This forced all surfaces to be
Lambertian, or "perfectly diffuse". While radiosity received a lot of attention at its introduction, perfectly diffuse surfaces do not exist in the real world. The realization that scattering from a surface depends on both incoming and outgoing directions is the key principle behind the
bidirectional reflectance distribution function
The bidirectional reflectance distribution function (BRDF), symbol f_(\omega_,\, \omega_), is a function of four real variables that defines how light from a source is reflected off an Opacity (optics), opaque surface. It is employed in the optic ...
(BRDF). This direction dependence was a focus of research resulting in the
publication of important ideas throughout the 1990s, since accounting for direction always exacted a price of steep increases in calculation times on desktop computers. Principle III follows.
III. The illumination coming from surfaces must scatter in a particular direction that is some function of the incoming direction of the arriving illumination, and the outgoing direction being sampled.
Kajiya's equation is a complete summary of these three principles, and path tracing, which approximates a solution to the equation, remains faithful to them in its implementation. There are other principles of optics which are not the focus of Kajiya's equation, and therefore are often difficult or incorrectly simulated by the algorithm. Path tracing is confounded by optical phenomena not contained in the three principles. For example,
* Bright, sharp
caustics;
radiance
In radiometry, radiance is the radiant flux emitted, reflected, transmitted or received by a given surface, per unit solid angle per unit projected area. Radiance is used to characterize diffuse emission and reflection of electromagnetic radiati ...
scales by the density of illuminance in space.
*
Subsurface scattering
Subsurface scattering (SSS), also known as subsurface light transport (SSLT), is a mechanism of light transport in which light that penetrates the surface of a translucent object is scattering, scattered by interacting with the Material (comput ...
; a violation of Principle III above.
*
Chromatic aberration
In optics, chromatic aberration (CA), also called chromatic distortion, color aberration, color fringing, or purple fringing, is a failure of a lens to focus all colors to the same point. It is caused by dispersion: the refractive index of the ...
,
fluorescence
Fluorescence is one of two kinds of photoluminescence, the emission of light by a substance that has absorbed light or other electromagnetic radiation. When exposed to ultraviolet radiation, many substances will glow (fluoresce) with colore ...
,
iridescence
Iridescence (also known as goniochromism) is the phenomenon of certain surfaces that appear gradually to change colour as the angle of view or the angle of illumination changes. Iridescence is caused by wave interference of light in microstru ...
; light is a spectrum of frequencies.
Algorithm
The following
pseudocode
In computer science, pseudocode is a description of the steps in an algorithm using a mix of conventions of programming languages (like assignment operator, conditional operator, loop) with informal, usually self-explanatory, notation of actio ...
is a procedure for performing naive path tracing. The TracePath function calculates a single sample of a pixel, where only the Gathering Path is considered.
Color TracePath(Ray ray, count depth)
void Render(Image finalImage, count numSamples)
All the samples are then averaged to obtain the output color. Note this method of always sampling a random ray in the normal's hemisphere only works well for perfectly diffuse surfaces. For other materials, one generally has to use importance sampling, i.e. probabilistically select a new ray according to the BRDF's distribution. For instance, a perfectly specular (mirror) material would not work with the method above, as the probability of the new ray being the correct reflected ray – which is the only ray through which any radiance will be reflected – is zero. In these situations, one must divide the reflectance by the
probability density function
In probability theory, a probability density function (PDF), density function, or density of an absolutely continuous random variable, is a Function (mathematics), function whose value at any given sample (or point) in the sample space (the s ...
of the sampling scheme, as per Monte Carlo integration (in the naive case above, there is no particular sampling scheme, so the PDF turns out to be
).
There are other considerations to take into account to ensure conservation of energy. In particular, in the naive case, the reflectance of a diffuse BRDF must not exceed
or the object will reflect more light than it receives (this however depends on the sampling scheme used, and can be difficult to get right).
Bidirectional path tracing
Sampling the integral can be done by either of the following two distinct approaches:
* Backwards path tracing, where paths are generated starting from the camera and bouncing around the scene until they encounter a light source. This is referred to as "backwards" because starting paths from the camera and moving towards the light source is opposite the direction that the light is actually traveling. It still produces the same result because all optical systems are reversible.
* Light tracing (or forwards path tracing), where paths are generated starting from the light sources and bouncing around the scene until they encounter the camera.
In both cases, a technique called ''next event estimation'' can be used to reduce variance. This works by directly sampling an important feature (the camera in the case of ''light tracing'', or a light source in the case of ''backwards path tracing'') instead of waiting for a path to hit it by chance. This technique is usually effective, but becomes less useful when specular or near-specular BRDFs are present. For ''backwards path tracing'', this creates high variance for
caustic paths that interact with a diffuse surface, then bounce off a specular surface before hitting a light source. ''Next event estimation'' cannot be used to sample these paths directly from the diffuse surface, because the specular interaction is in the middle. Likewise, it cannot be used to sample paths from the specular surface because there is only one direction that the light can bounce. ''Light tracing'' has a similar issue when paths interact with a specular surface before hitting the camera. Because this situation is significantly more common, and noisy (or completely black) glass objects are very visually disruptive, ''backwards path tracing'' is the only method that is used for unidirectional path tracing in practice.
Bidirectional path tracing provides an algorithm that combines the two approaches and can produce lower variance than either method alone. For each sample, two paths are traced independently: one from the light source and one from the camera. This produces a set of possible sampling strategies, where every vertex of one path can be connected directly to every vertex of the other. The original ''light tracing'' and ''backwards path tracing'' algorithms are both special cases of these strategies. For ''light tracing'', it is connecting the vertices of the camera path directly to the first vertex of the light path. For ''backwards path tracing'', it is connecting the vertices of the light path to the first vertex of the camera path. In addition, there are several completely new sampling strategies, where intermediate vertices are connected. Weighting all of these sampling strategies using
multiple importance sampling creates a new sampler that can converge faster than unidirectional path tracing, even though more work is required for each sample. This works particularly well for caustics or scenes that are lit primarily through indirect lighting.
Performance

A path tracer continuously samples
pixel
In digital imaging, a pixel (abbreviated px), pel, or picture element is the smallest addressable element in a Raster graphics, raster image, or the smallest addressable element in a dot matrix display device. In most digital display devices, p ...
s of an
image
An image or picture is a visual representation. An image can be Two-dimensional space, two-dimensional, such as a drawing, painting, or photograph, or Three-dimensional space, three-dimensional, such as a carving or sculpture. Images may be di ...
. The image starts to become recognizable after only a few samples per pixel, perhaps 100. However, for the image to "converge" and reduce noise to acceptable levels usually takes around 5000 samples for most images, and many more for
pathological cases. Noise is particularly a problem for animations, giving them a normally unwanted "film grain" quality of random speckling.
The central performance bottleneck in path tracing is the complex geometrical calculation of casting a ray. Importance sampling is a technique which is motivated to cast fewer rays through the scene while still converging correctly to outgoing luminance on the surface point. This is done by casting more rays in directions in which the luminance would have been greater anyway. If the density of rays cast in certain directions matches the strength of contributions in those directions, the result is identical, but far fewer rays were actually cast. Importance sampling is used to match ray density to
Lambert's cosine law, and also used to match BRDFs.
Metropolis light transport can result in a lower-noise image with fewer samples. This algorithm was created in order to get faster convergence in scenes in which the light must pass through odd corridors or small holes in order to reach the part of the scene that the camera is viewing. It has also shown promise in correctly rendering pathological situations with caustics. Instead of generating random paths, new sampling paths are created as slight mutations of existing ones. In this sense, the algorithm "remembers" the successful paths from light sources to the camera.
Scattering distribution functions
The reflective properties (amount, direction, and color) of surfaces are modeled using
BRDFs. The equivalent for transmitted light (light that goes through the object) are
BSDFs. A path tracer can take full advantage of complex, carefully modeled or measured distribution functions, which controls the appearance ("material", "texture", or "shading" in computer graphics terms) of an object.
See also
*
Arnold (software)
*
Blender (software)
Blender is a Free and open-source software, free and open-source 3D computer graphics software tool set that runs on Microsoft Windows, Windows, macOS, BSD, Haiku (operating system), Haiku, IRIX and Linux. It is used for creating animated films, ...
– 3D program that integrates Cycles, a path tracing GPU-accelerated rendering engine
*
Octane Render
*
Pixar RenderMan
Pixar RenderMan (also known as RenderMan) is a photorealistic 3D rendering software produced by Pixar Animation Studios. Pixar uses RenderMan to render their in-house 3D animated movie productions and it is also available as a commercial product ...
*
LuxCoreRenderer
Notes
#
# Lafortune, E
Mathematical Models and Monte Carlo Algorithms for Physically Based Rendering (PhD thesis), 1996.
# Purcell, T J; Buck, I; Mark, W; and Hanrahan, P, "Ray Tracing on Programmable Graphics Hardware", ''Proc. SIGGRAPH 2002'', 703 – 712. See also Purcell, T
Ray tracing on a stream processor(PhD thesis), 2004.
# Robison, Austin
"Interactive Ray Tracing on the GPU and NVIRT Overview" slide 37, I3D 2009.
Vray demo Other examples include Octane Render, Arion, and Luxrender.
#
# Veach, E., and Guibas, L. J
Metropolis light transport In SIGGRAPH’97 (August 1997), pp. 65–76.
SmallPtis an educational path tracer by Kevin Beason. It uses 99 lines of C++ (including scene description). This page has a good set of examples of noise resulting from this technique.
{{Computer graphics
Global illumination algorithms