<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Raytracing on Max Kruf</title><link>https://maxkruf.com/tag/raytracing/</link><description>Recent content in Raytracing on Max Kruf</description><generator>Hugo</generator><language>en</language><lastBuildDate>Sun, 07 Mar 2021 16:47:11 +0000</lastBuildDate><atom:link href="https://maxkruf.com/tag/raytracing/index.xml" rel="self" type="application/rss+xml"/><item><title>Ray Tracer</title><link>https://maxkruf.com/ray-tracer/</link><pubDate>Fri, 25 Jan 2019 17:38:00 +0000</pubDate><guid>https://maxkruf.com/ray-tracer/</guid><description>&lt;p&gt;A ray tracer made in C++ to learn about math, data structures, algorithms and of course ray tracing.&lt;/p&gt;
&lt;p&gt;It uses SFML to display the output. The math library is made by hand.&lt;/p&gt;
&lt;p&gt;&lt;img src="https://maxkruf.com/wp-content/uploads/2020/12/RayTracingStats_01.png" alt="" loading="lazy"&gt;&lt;/p&gt;
&lt;h2 id="features"&gt;Features&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Primitive shapes.&lt;/li&gt;
&lt;li&gt;Hard/soft shadows.&lt;/li&gt;
&lt;li&gt;Roughness.&lt;/li&gt;
&lt;li&gt;Phong shading.&lt;/li&gt;
&lt;li&gt;Reflection and refraction.&lt;/li&gt;
&lt;li&gt;(Prototype) sphere based acceleration structure.&lt;/li&gt;
&lt;li&gt;Directional and point lights.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="project-details"&gt;Project Details&lt;/h2&gt;
&lt;p&gt;For this assignment we had to create our own math library and then build a ray tracer using it. The base course was focused on getting a basic understanding about ray tracing, light, math and optimizations. The extra course I followed was about path tracing, low level optimizations and building towards a real-time ray/path tracer.&lt;/p&gt;</description></item></channel></rss>