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raytracer's Introduction

Raytracer

This is my implementation of the famous paper "Ray Tracing In One Weekend" by Peter Shirley. It's a brute force Monte Ray Tracer created from scratch without the use of any external libraries or 3D API. For each pixel of the image, we shoot a ray in the direction of the scene and depending on the material of the surface on the hit point, we choose how to bounce that ray using pseudo-random functions.

CUDA

The down side of this implementation is that it takes a lot of time to generate one picture with a medium resolution and that's due to the enormous amount of operations done by the CPU in a sequential way. The best way to solve this is by making my code run on the GPU and parallelize the computation. I chose CUDA to do so and I'm currently working on transforming the project to to make it work on the GPU. Switch to the CUDA branch to see the modifications.

Output

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