Raytracer in Rust rougly following Raytracing in One Weekend plus some of my own additions.
Rendered at 1000 samples per pixel, max bounce depth 50, 1920x1080.
Rendered at 500 samples per pixel, max bounce depth 50, 1280x720.
- Geometry:
- Spheres
- Triangles
- Triangular meshes
- Materials:
- Lambertian (diffuse),
- Dielectric,
- Metal.
- Anti-Aliasing:
- Grid,
- Random.
- Defocus Blur.
- Parallelised using Rayon.
- BVH tree to speed up intersection detection.
- Other geometry.
- Triangles
- Triangular meshes from OBJs
- Basic OBJ parsing
- Normal interpolation
- Clean up implementation
- Look at optimisations
- Surface area heuristic splitting
- Setting position, scale, etc. (transforms) for meshes
- Clean up
camera.rs. - Texturing.
- Lighting.
- Transforms.
- Volumetrics.
- Command line image output configuration.
- Better documentation!
-
aabb.rs -
bvh.rs- Documentation
- Doc tests
-
camera.rs- Documentation
- Doc tests
-
hit.rs -
hit_list.rs -
interval.rs -
material.rs- Documentation
- Doc tests
-
mesh.rs- Documentation
- Doc tests
-
ray.rs -
sphere.rs- Documentation
- Doc tests
-
triangle.rs- Documentation
- Doc tests
-
utils.rs -
vec3.rs
-

