rayTracing
A physically-based ray tracer that scales to O(log n) intersections
Status not recorded · Dormant
- 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