$ g++ main.cc -lpthread && ./a.out >>splashOfLife
Overview?
I stepped into the world or renders and ray tracing via Blender. This intrigued me to understand how this beautiful world of ray tracing works. So here is my first attempt at it :)
Here is a scene rendered by the engine
We can see the depth info of the scene by looking at the normal surface of the sphere represented in psuedo-color space
Things it can do as of now :
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Multi thread rendering: Take my word for it good sire.
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Anti-aliasing
- Albedo control: Albedo here refers to how much light the object reflects
- Raytracer sampling control: Allows to make decision between time and clarity for renders.
- Accurate Lambertian diffusion method: This allows to fake a good render without having to do high sampling
- Gamma correction: For accurate representation of colors for human eye.
- Temperature Control
- Reflective Materials
Up-Next
Will be implementing transparent material soon. Long way to go, strap on major!
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