Generating Halton sequences for sampling

I have a WIP path tracer and I’m currently just using the LCG from the SDK samples for RNG. I’d like to use something like the Halton sequence, but I’m not sure where to start for implementing this efficiently on the GPU. Are there any code examples out there that anyone knows of? Or a good place to start reading?


It doesn’t get much simpler than this:

You’ll find more than you’ve ever wanted to know about random number generation when searching the web for “low discrepancy sampling” articles and publications.

Thanks, I was more asking about more complex constructions to avoid correlations with larger bases. I guess I’ll just try porting Grunschloss’s implementations and see how I go.