- Configure and generate makefile from CMakeLists.txt (Tutorial)
- run "install.sh"
- MSAA
- Depth of field
- TBB parallelization
- Motion blur
- BVH Acceleration structure
- Solid texture
- Direct lighting
- Importance sampling
Camera:
Aspect: 1.33333
FOV: 40
Aperture: 0.02
Focus distance: 3.36749
104 objects
7 materials
For 800x600 image, with 100 samples / pixel, 50 recursive depth:
* Without parallelization
Render took 88 seconds
* With parallelization
Render took 27 seconds
* With BVH acceleration
Render took 16 seconds
Assortments of ray-objects intersection, with 2 different lighting scenarios:
- Physically based rendering by Matt Pharr, Wenzel Jakob, and Greg Humphreys
- Code based from "Ray Tracing in One Weekend" by Peter Shirley.
- stb_image library: https://github.com/nothings/stb
- tbb: https://www.threadingbuildingblocks.org/
- Pluto texture: https://planet-texture-maps.fandom.com/wiki/Pluto
- Mars texture: https://planet-texture-maps.fandom.com/wiki/Mars
- Mercury texture: https://planet-texture-maps.fandom.com/wiki/Mercury
- Venus, Saturn textures: https://www.solarsystemscope.com/textures/