This project is an advanced Raytracer written in C++20/23, originally developed during my second year at Epitech (Tek2) and extensively refactored after my third year (Tek3). It showcases the evolution from a basic ray-casting engine to a high-performance, distributed, and cross-platform rendering system.
The engine focuses on performance optimization, clean architectural patterns, and modern C++ standards to deliver high-fidelity images with complex lighting effects.