C++11 Ray Tracing / Marching Framework
This is a basic C++11 OpenGL viewer application running a ray tracing / marching kernel for each tile in a pool of worker threads. The purpose of this application is to be a test framework for some rendering ideas I plan to explore.
A basic rendering framework and a collection of different libraries.
- Point, ray and triangle with AABB intersection
- Two different ray / triangle intersection tests
- Triangle / line segment distance functions
- Ray / plane intersection
- Template classes for vectors and matrices with common computer graphics operations implemented
- OpenGL viewer with text rendering and frame limiter
- Ten runtime switchable test scenes
- Screenshot feature, writing of BMP images
- Ray generation for orthographic and perspective cameras
- Build-in Cornell Box scene
- Tiled, parallel, CPU writeable + OpenGL drawable frame buffer system
- 3D DDA based grid intersection accelerator
- Basic mesh processing pipeline (load from disk, transform, compute normals etc.)
- Sampling module supporting various Low Discrepancy Sequences / QMC methods
- Time helpers for logging and performance measurement
- Basic tracing / logging system
- Gamma correction
Compiling has no prerequisites aside from a C++11 ready Clang and GLUT. I tested with Apple's command line development tools. Building should succeed with a simple
Not much to see, just the basic are in place.
This program is published under the MIT License.
Developed by Tim C. Schroeder, visit my website to learn more.