Ray Tracing in One Weekend in Futhark
This is a port of Ray Tracing in One Weekend to the purely functional data-parallel language Futhark, which can generate efficient GPU code. While other ray tracers have previously been implemented in Futhark, these all focused on real-time rendering, and supported very few visual effects (e.g. only one ray per pixel).
The scene below took about 4 seconds to render on an AMD Vega 64 GPU, and is 800x400 pixels, with 200 samples per pixel, and a maximum of 50 reflections per ray.
Most of the design and the coding style has been maintained from the original C++ implementation. However, there are some substantial differences.
Futhark does not support recursion. The recursive
colorfunction has been rewritten to use a
while-loop instead, carrying along the "current colour" (initially all white), which is then modified whenever an object is hit. This was surprisingly painless - the original implementation was essentially also iterative.
Futhark is not an object-oriented language, so the various objects are represented as algebraic data types and records. The scene graph is simply an array of objects.
Futhark is a pure language, so a random number function like
drand48()is not possible. Instead, I use the cpprandom library to generate random numbers. This requires threading through an RNG state into many functions, which can look quite noisy. This was the only particularly annoying part of the port.
There are some artifacts left - for example, look at the concentric stripes on the ground in the image above. I'm not sure where they come from, but I suspect either that I seed the RNGs poorly (I had some other trouble with that), or numerical issues.
You will need Futhark 0.12.0 or newer to run this code. Note that as of this writing, this is an unreleased version. You will also need data2png.py, which turns Futhark values into PNG images. Once these are available, run:
$ futhark pkg sync $ futhark opencl raytracer.fut $ echo 800 400 200 | ./raytracer -b | python data2png.py scene.png
If you are feeling adventuresome, you can also try an interactive (sort of) GUI by running:
$ futhark pkg sync $ make run
The rendering will gradually improve the image quality.
- Accelerated Ray Tracing in One Weekend in CUDA. See how much low-level work Futhark saves you from!