Experiments
Real-time path-tracing
01
Details
01.1 / TYPE
Real-time Rendering
01.2 / TOOLS
TouchDesigner/GLSL
01.3 / DATE
November 2026

Real-time path tracing

These are the first experiments with a new real-time path tracing engine I have been working on. It runs inside TouchDesigner and renders ordinary TouchDesigner scenes with physically based global illumination, glass, caustics and emissive light at interactive frame rates.

How it works

A GLSL POP, with one point per pixel, traces full light paths on the GPU using hardware ray queries. Each path bounces up to eight times through GGX metals, dielectric glass with dispersion and thin-film surfaces, sampling lights, emitters and the environment at every bounce. Every frame is a fresh noisy estimate, cleaned up live by NVIDIA DLSS Ray Reconstruction through a custom TouchDesigner plugin.

Steiner Chain · POPtober Day 24 (Revolve)
Shifting Ground · POPtober Day 25 (Lookup Attribute)
Crystal Bloom · POPtober Day 26 (Sprinkle)
Root Two · POPtober Day 27 (Math Combine)
Specimen · POPtober Day 28 (Subdivide)
What Remains · POPtober Day 29 (Convert)
Relief · POPtober Day 30 (TOP to)
Orbit · POPtober Day 31 (GLSL)