# rt: A C++11, STL-only, CPU-only, threaded, portable, brute-force ray-tracing image renderer ## Features - Lock-free parallel rendering (no task queue) - SSAA (Super-sampling anti-aliasing) - Materials: + Diffusive (lambertian, hemispherical) + Reflective (fuzzy, perfectly-smooth) + Dielectric (reflective & refractive & total internal reflection) - Shapes: + sphere - Misc: + Text printing (font data copied from [cse457](https://courses.cs.washington.edu/courses/cse457/98a/tech/OpenGL/font.c)) + Benchmarking (PRNG, pixel filling) + Ray-Trace logging (very comprehensive log, examples are shown below) ## Tested platforms - Linux - Win32 (Windows 10) ## Ray-Trace logging A piece of example ray: ``` +++ start tracing (limit=64) ray: [0.714360 ,-0.098532 ,-0.692807 ], decay=[1.000000 ,1.000000 ,1.000000 ] step start (remaining: 64) hit object 6sphere <0x192d090> at [0.662540 ,-0.091385 ,-0.642551 ], t=0.927460 , surface=-0.959413 (outside) reflect (perfectly smooth material) scattered ray: [-0.580692 ,-0.449236 ,0.678958 ], decay=[0.800000 ,0.600000 ,0.200000 ] step start (remaining: 63) hit object 6sphere <0x192cf00> at [0.128011 ,-0.504908 ,-0.017568 ], t=0.920504 , surface=-0.443287 (outside) reflect (diffusive, lambertian material) scattered ray: [-0.558489 ,0.559501 ,-0.612413 ], decay=[0.640000 ,0.480000 ,0.000000 ] step start (remaining: 62) hit object 6sphere <0x192cf70> at [-0.592631 ,0.217040 ,-0.807790 ], t=1.290343 , surface=-0.447577 (outside) refract (dielectric material, schlick, ri=0.666667 ) scattered ray: [-0.783343 ,0.154017 ,-0.602206 ], decay=[0.640000 ,0.480000 ,0.000000 ] step start (remaining: 61) hit object 6sphere <0x192cf70> at [-1.221549 ,0.340694 ,-1.291280 ], t=0.802863 , surface=0.802863 (inside) refract (dielectric material, schlick, ri=1.500000 ) scattered ray: [-0.839715 ,-0.284593 ,-0.462477 ], decay=[0.640000 ,0.480000 ,0.000000 ] step start (remaining: 60) hit object 6sphere <0x192cf00> at [-3.985005 ,-0.595887 ,-2.813265 ], t=3.290945 , surface=-0.242472 (outside) reflect (diffusive, lambertian material) scattered ray: [-0.618128 ,0.545380 ,0.566108 ], decay=[0.512000 ,0.384000 ,0.000000 ] step start (remaining: 59) hit infinity (light source) --- finish (hit infinity) ^ apply to pixel: (79, 54), color: [20590.000000, 19331.000000, 0.000000] (8bit: [80, 75, 0], 8bit-gamma2: [142, 138, 0]) ```