← Projects

rayTracing

A physically-based ray tracer that scales to O(log n) intersections

Status not recorded

Problem
Naïve ray tracing tests every ray against every primitive — O(n) per ray, and unusable as scenes grow.
Approach
A physically-based renderer in C++17 with an SAH-built BVH for acceleration, parallelised across threads.
Outcome
Intersection cost drops to O(log n), turning scenes that crawled into ones that render in a reasonable time.
C++17 Multithreading