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Photorealistic Monte Carlo ray tracer, written 100% in Rust from scratch. Multi-threaded CPU rendering with quad-BVH using SIMD instructions for fast performance.

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Monte Carlo Ray Tracer written in Rust from scratch. It features:

  • Multi-threading
  • Fast Quad-BVH (Bounding Volume Hierarchy) with SIMD instructions [4]
  • Broad material selection (Lambertian, textured, metal, colored dielectric, isotropic volume (fog or smoke), Blinn-Phong, anisotropic Ashikhmin-Shirley)
  • .obj loader
  • Triangle mesh rendering
  • HDRI background
  • Light Sampling
  • Bloom effect

Bibliography

[1] Shirley, P. (2018-2020). Ray Tracing in One Weekend Book Series. GitHub. Retrieved from https://github.com/RayTracing/raytracing.github.io

[2] Pharr, M., Jakob, W., & Humphreys, G. (2023). Physically Based Rendering: From Theory to Implementation (4th ed.). MIT Press. Retrieved from https://www.pbrt.org/

[3] Shirley, P., & Morley, R. K. (2003). Realistic Ray Tracing (2nd ed.). A K Peters/CRC Press.

[4] Dammertz, H., Hanika, J., & Keller, A. (2008). Shallow Bounding Volume Hierarchies for Fast SIMD Ray Tracing of Incoherent Rays. Computer Graphics Forum.

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Photorealistic Monte Carlo ray tracer, written 100% in Rust from scratch. Multi-threaded CPU rendering with quad-BVH using SIMD instructions for fast performance.

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