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Ray Tracing in One Weekend

Some very beautyful balls

A bit of info

This project started out as an attempt at implementing the code of the Ray Tracing in One Weekend book series with optimization and styling changes where I would see fit.

Although such goal has been reached (at least for the first book), I have decided to continue maintaining and expanding the codebase, with the final objective being building a usable gpu ray tracing engine.

Future goals

At the present time I have come up with a few goals for this project, some of them for the near future others for the long term:

  • Switching to CMake as build system, and clang-format as code formatter
  • Switching to GLM as graphics math library
  • Implementing scene serialization (saving scenes)
  • Changing the structure of materials and objects
    • Packaging all the materials and objects into their own respective classes without inheritance for better memory layout
    • Reading texture and triangle mesh files instead of raw materials and objects
  • Moving the rendering pipeline onto the GPU using Vulkan/DirectX

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Ray Tracing in one weekend project

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