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A raytracing/raymarching package implemented in beautiful rust

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What dis

A monte carlo path tracer utilizing cook-torrance physically based rendering.

Features Implemented

  • PBR Diffuse and Specular Rendering (Cook-Torrance)
  • Cosine-Weighted Sampling Diffuse Sampling
  • Aperture Sampling (Bokeh, Depth of Field)
  • Acceleration Grid for Mesh Tracing (DDA)
  • Progressive Tile Rendering

Todo

  • Implement multiple BRDF's
  • Next Event Sampling
  • MIS
  • Volumetrics
  • Texture Mapping
  • Refraction

Screenshots

500spp - 5 Bounces Max - Total Time: 375s [4 core i5]
Reflective Spheres

500spp - 5 Bounces Max - Total Time: 1000s [4 core i5] Golden Dragon

Future Work

While there is a lot to be worked on in the current version of the program, the next step forward is probably to go backwards and study raytracing techniques on a simpler BRDF. The complexity of the derivations for the PBR BRDF's is making it hard to move forward on more complex shading methods.

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A raytracing/raymarching package implemented in beautiful rust

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