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# 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])
```
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