Continuation of PTS3D, but written in Rust
Goal of this project is to learn Rust + build a medium-performance path tracer and some interoperability across C/C++ so it can be integrated with my other project Wasp8
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20k SPP, Ray depth - 10
Feature | Status |
---|---|
Global Illumination | ✅ |
Shadows | ✅ |
Shadow rays | TODO |
Dielectrics | ✅ |
Metallics | ✅ |
Diffuse | ✅ |
Emissive | ✅ |
Caustics | ✅ |
Support for arbitrary meshes | ✅ |
Support for wavefront materials | In progress |
Arbitrary textures | TODO |
Multiple samples per pixel | ✅ |
Real-time movement | ✅ |
Visualizing the rendering process | ✅ |
Bounding boxes | ✅ |
BVH | In progress |
CPU parallelization | ✅ |
GPU support | TODO |
Depth of Field | TODO |
Fog | TODO |
Watertight triangle intersection (paper) | TODO |
Neural Radiance Caching (paper) | TODO |