A C++ simulation engine that combines Whitted-style ray tracing with Newtonian gravitational dynamics.
Core Features : Dynamic Light Transport: Real-time calculation of light attenuation from a moving stellar source.
Mathematical Precision: Solves ray-geometry intersections using algebraic methods (quadratic solvers) rather than mesh heuristics.
N-Body Dynamics: Real-time gravitational interaction between multiple celestial bodies using integration.
-> CPU-based intersection logic (SDL2).
-> Dynamic source-to-surface intensity calculation.
-> CUDA Kernel Migration: Offloading pixel-shading to GPU.
-> Implementing BVH (Bounding Volume Hierarchy) for spatial optimization.
Update : Shifting the progress completely to new repo : https://github.com/vylakshya/RayTracing2.0