Currently, this file is just a reference for my own use. The codebase is the subject of my COMP3391 independent study.
The aim of this project is to compare the efficacy of different spatial data structures in the context of real-time ray tracing. The implementation repeatedly applies the Phong shading model to varyingly-reflective surfaces to emulate physically-based rendering approaches.
Configured to use Vulkan on native, but will fall back on OpenGL if Vulkan is unsupported.
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