Skip to content

Latest commit

 

History

History
147 lines (110 loc) · 5.59 KB

ReadMe.md

File metadata and controls

147 lines (110 loc) · 5.59 KB

About this

This is a relatively simple whitted style ray tracer boasting the following features:

  • Various primitives: Box, Disc, Plane, Rectangle, Sphere, and Triangle.
  • Model loading and rendering.
  • Texture loading and sampling, supporting everything stb_image supports.
  • Frustum culling.
  • Camera with aspect ratio and FOV.
  • BVH acceleration structure for both the scene and models.
  • Programmable shaders.
  • Per object materials.
  • Krzysztof Narkowicz style ACES Filmic tone mapping.
  • Point lights.
  • Anti-aliasing, up to 16 rays per pixel.
  • Chunked multi-threading.
  • Per object transforms, for position, rotation, and scale.
  • Bump mapping, and specular mapping.

Screenshots

Image of Georgia Tech's Chinese Dragon rendered using a glass material and 4 point lights

This is Georgia Tech's Chinese Dragon rendered as a glass material and 4 point lights for style points. It took roughly 16 minutes to render with 16x AA.

Image of Crytek's Crysis 2 Nano Suit rendered with bump mapping, specular mapping, and light reflection

This is Crytek's Crysis 2 Nano Suit rendered with bump mapping, specular mapping, and light reflection.

Image of a sphere with volumetric absorbtion

This is a sphere rendered with volumetric absorbtion, which code is in the abandoned VolumetricAbsorbtion branch. The branch is abandoned because it's pretty much a hack on the current architecture, which doesn't support giving the information volumetric absorbtion needs.

Rough TODO/upcoming

These are the things I want to do or add, in no particular order, before I consider this project finished:

  • Get rid of the useless disc primitive.
  • Remove Color and simply use vectors instead.
  • SIMD processing of multiple rays at once.
  • Custom model format and loading, including conversion from OBJ.
  • Post processing shaders.
  • Pre processing shaders.
  • Shadows for transparent objects.
  • Volumetric absorbtion.
  • Ray marched volumetric objects.
  • Different and more accurate light types, such as area lights, emissive objects, directional lights, and point lights.
  • Path tracing.
  • Many many many optimizations.

How to build

After cloning run git submodule init && git submodule update to fetch the LotusWaf dependency, which is needed for building.

Linux (X11)

Install the following (development) packages:

  • glfw-3
  • libglm
  • clang
  • python3
./waf configure --target-configuration release
./waf

To compile with GCC instead, add --toolset linux_x86-64_gcc to the configure command line.

Linux (headless)

Install the following (development) packages:

  • libglm
  • clang
  • python3
./waf configure --target-configuration release --without-glfw-3 --without-OpenGL
./waf

To compile with GCC instead, add --toolset linux_x86-64_gcc to the configure command line.

Windows

MSYS2

Install MSYS2 and the following packages:

  • git
  • mingw-w64-x86_64-python3
  • mingw-w64-x86_64-clang OR mingw-w64-x86_64-gcc
  • mingw-w64-x86_64-glm
  • mingw-w64-x86_64-glfw

To install a package in MSYS2, you use the pacman command. Following is an example command to install all packages for a clang build:

pacman -S git mingw-w64-x86_64-python3 mingw-w64-x86_64-clang mingw-w64-x86_64-glm mingw-w64-x86_64-glfw

Open an MSYS2 MINGW64 terminal and navigate to where you want to clone the project, and initialize the submodules.

To compile with clang, run the following command:

./waf configure --target-configuration release

To compile with gcc, run the following command:

./waf configure --target-configuration release --toolset windows_x86-64_gcc

After configuration run ./waf to actually compile the project.

MSVC

Install the following software:

  • Python 3
  • CMake
  • Git for Windows (Any git client will work, this is just the most common one.)
  • Visual Studio (Tested with VS2017 Community.)
    • Make sure to select the C++ feature set, and make sure any Windows SDK is included.

This guide assumes you install your libraries into D:\MSVC$Configuration\ (e.g. Release), for the purpose of this guide we use a release configuration.

After installing the required software, download, GLFW.
Configure GLFW in RelWithDebInfo mode, and install it using cmake --build . --target install, as CMake doesn't copy the PDB, manually copy src\glfw3.pdb to D:\MSVC\Release\bin\.

Next download GLM, navigate to the source tree and copy the glm folder D:\MSVC\HeaderOnly\include.

Next up open an x64 Native Tools Command Prompt for VS 201* (where * is either 7 or 9), and make sure the compiler can find our libraries by using the following commands:
This part assumes Python is installed in C:\Python36\, edit where necessary.

set PATH=%PATH%;C:\Python36;D:\MSVC\Release\bin
set INCLUDE=%INCLUDE%;D:\MSVC\Release\include;D:\MSVC\HeaderOnly\include
set LIB=%LIB%;D:\MSVC\Release\lib

Now navigate to the source folder, and make sure to initialize and up the submodules.
Now we can compile using MSVC with the following commands:

python ./waf configure --target-configuration release --toolset windows_x86-64_msvc
python ./waf

Running it

Next run it by executing build/RayTracer from this directory. After rendering has completed, a window will pop up showing the render, if configured. In all configurations, the render will output to a png in the working directory.