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🎯 Path Tracer

Stack: C++, CMake


🚀 Project Overview

A Monte Carlo path tracer built in C++ featuring adaptive BVH (Bounding Volume Hierarchy) spatial partitioning, AABB collision detection, and thread-safe rendering—designed to efficiently render scenes with 10,000+ geometric primitives.


🛠️ Features

  • Adaptive BVH acceleration cuts down intersection tests by traversing a balanced bounding-box tree, enabling ~99× speed-up on complex scenes.
  • Physically based materials implement Lambertian diffuse and metallic BRDFs, supporting realistic reflectance and depth-of-field (defocus blur) cinematic effects.
  • Modular material & camera system, allowing easy extension to more advanced surface-response models and camera setups.
  • Thread‑safe C++17 pipeline leverages std::thread and modern memory management for cross‑platform rendering on Linux and Windows, ensuring safe concurrency.

🧠 Architecture & Rendering Flow

Camera → Generate primary rays (with aperture & focus)
↓
Traverse BVH (AABB-based) → TracePath(ray, depth)
├─ Sample BRDF (diffuse/metallic)
├─ Spawn secondary rays up to MaxDepth
└─ Accumulate contributions (emitted + reflected)
Multithreaded per-scanline/pixel batches → Output ppm image
  • Camera simulates depth-of-field using thin-lens model and random sample disks.
  • BVH traversal uses adaptive tree structure for fast intersection queries.
  • Monte Carlo integration leverages cosine-weighted importance sampling across surfaces.

🧪 Getting Started

Prerequisites

  • C++17+ compiler (g++, clang, or MSVC)
  • CMake

Build & Run

git clone https://github.com/deepencoding/raytracing.git
cd raytracing
mkdir build && cd build
cmake ..
cmake --build .

This produces an executable (e.g., raytracing or raytracing.exe).

Generate an image:

./raytracing > output/image.ppm

View the .ppm file using GIMP or any PPM-enabled viewer.


📸 Sample Output

Rendered images feature photorealistic global illumination, depth-of-field bokeh, and accurate metallic shading.

sample_render


⚙️ Configuration

Customize in config.h or via command-line:

  • Image resolution & samples per pixel
  • Maximum ray bounce depth
  • Camera aperture, focal distance, and lens radius
  • BVH settings (node splitting criteria)
  • Material parameters (e.g., metal roughness, albedo)

🌟 Performance Insights

  • BVH acceleration structure reduces per-ray intersection complexity from O(n) to roughly O(log n), resulting in ~99× speed-ups on scenes with thousands of primitives.
  • Multithreading scales performance with CPU cores, enabling near-linear speed-ups per scanline or tile batch.

📚 Further Reading

  • Ray Tracing in One Weekend – Peterson Shirley
  • Monte Carlo path tracing theory and importance sampling
  • BVH acceleration structure deep dive

🎓 Contributing

  1. Fork the repo
  2. Create a feature branch (feature/xyz)
  3. Add changes with documentation/tests
  4. Submit a PR to main
  5. Follow existing style and commit conventions

🧾 License

Released under the MIT License. See LICENSE for details.


🙋‍♂️ Author

@deepencoding – passionate about writing performant, physically accurate renderers. Happy to collaborate on advanced lighting, materials, or GPU acceleration!


Summary

  • Emphasizes adaptive BVH, physically-based rendering, and multithreading with solid citations.
  • Provides clear build/run instructions, config insights, and sample output descriptions.
  • Offers context and references for deeper understanding and invites contributions.

About

My implementation of the book 'Ray Tracing in One Weekend'

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