In my third assignment, my task was to implement those capabilities to my raytracer:
- Transformations (Scaling, Rotation, Translation)
- Distribution Ray Tracing
- Depth of Field
- Motion Blur
- Soft Shadows
- Glossy Reflections
Let’s examine them together!
Continue reading “Trace the Ray – Part 3 (Transformations, Instancing, Distribution Ray Tracing)”
In my second ray tracing assignment, I have done some performance improvements (reduced the amount of memory used by using pointers, and defined thread count as a macro and also incremented it to 8, the core count of my CPU) and also implemented the following capabilities to my ray tracer:
- Bounding Volume Hierarcy (BVH)
- Multisample Anti-Aliasing (MSAA)
- Transparency (Reflection + Refraction)
In this part of my adventures on tracing rays, I will write about how I implemented those capabilities, what difficulties I had experienced, and how I solved them.
Continue reading “Trace the Ray – Part 2 (BVH, MSAA, Transparency)”
In this series of blog posts, I will be providing detailed information on my adventures on coding a ray tracer in C++. In this first post, I will give a brief information about my coding environment and the implementation details of my core ray tracer.
Continue reading “Trace the Ray – Part 1 (Core Ray Tracer)”