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RustRay

A simple Rust-based ray tracer

About

This is, first and foremost, a project with which I am learning the ins-and-outs of Rust's features. I seriously doubt I'll be able to get decent performance out of it, but I'll be benchmarking it nonetheless

Goals

  • Implement a basic suite of primitives:
    • Plane (TODO)
    • Sphere (IN PROGRESS)
    • Cube (TODO)
    • Triangle (stretch)
  • Implement lighting
    • Ambient (TODO)
    • Diffuse (TODO)
    • Specular (TODO)
  • Implement surface effects
    • Diffusion (TODO)
    • Reflectivity (TODO)
    • Transparency (stretch)
  • Benchmark scenes of increasing complexity each time a "release" is completd.
  • Explore NVidia-specific technologies like CUDA to enhance performance (stretch)

Methodology

I'll be benchmarking the generated binary with a consistent set of scenes and hardware.

Hardware used:

  • CPU: AMD R7 7800X3D
  • RAM: 32GB DDR5
  • GPU: NVIDIA RTX 4090
  • OS: Windows 10

I'll also be tagging "versions" as I implement, or revise, a component of the tracer.

Acknowledgements

Whenever I use a specific online resource to derive a math formula or optimization trick, I'll leave a link directly in the comments of the relevent code. Please take a read. For all other, more general references, please see below.

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