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rust-raytracer

Basic ray-tracer in Rust, following the PBRT Book.

Features done:

  • Objects (planes, triangles)
  • Meshes
  • Obj file loading
  • Lights (point, area, distant)
  • Materials (matte, half of plastic)
  • Microfacet distribution
  • Multithreading
  • Multiple Importance Sampling
  • Denoising using OpenImage Denoise
  • Basic scene format

Todo:

  • Transmittance (BTDF)
  • File output
  • Textures / Env map
  • Bump mapping
  • Gltf loading maybe
  • Other things

Build and run

You need a copy of Intel® Open Image Denoise (IOID). Grab a package from their download section. Unpack this somewhere. We refer to this below as the OIDN location.

Export the OIDN location to your environment so the build can find the headers & libraries. For example:

export OIDN_DIR=$HOME/Downloads/oidn-1.3.0.x86_64.linux/

And then run the renderer:

cargo run --release ./scene/buddha

Usage

You have to provide a scene folder to the renderer. The scene folder should contain a scene.yaml file and a render_settings.yaml file

rust-raytracer 

USAGE:
    rust-raytracer [SCENE_FOLDER]

ARGS:
    <SCENE_FOLDER>    

OPTIONS:
    -h, --help    Print help information

During rendering, press and hold D for debug layers (probably nothing will show) and N for normals.

Examples

Using the methods described in the PBRT book:

Dragon Dragon model with a plastic microfacet material (white pixels are a bug). This render also shows area lights and DoF.

Buddha Happy Buddha model with a specular reflection material, scene lit using one distant light.

Old whitted raytracer:

Fresnel reflections: Test image

Obj model loading and triangle intersection: Test image

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