Working through the ray-tracing literature for the thesis, and learning Vulkan fundamentals.
> glEnableVertexAttribArray(focus);
Real-time rendering— Deferred PBR, image-based lighting, moment shadow maps, SSAO, one-bounce indirect illumination, built up chapter by chapter in Real-Time Light.
Offline path tracing— Monte Carlo integration over ten million triangles, with BVH acceleration, multiple importance sampling, and microfacet BRDFs, implemented end-to-end in A Path Tracer.