This project is based on a tutorial called Ray Tracing In One Weekend. I decided to port the code to Rust since I wanted to learn the language and do it through a fun project. The code isn't perfect yet, but I am hoping to iterate over it from time-to-time and build out some more features and fix bugs.
Below I am going to post some example pictures. These are some of many configurable scenes.
- OBJ model parsing or randomized scene creation
- Support for configurable dielectric, diffuse, and caustic materials
- Motion blur
- Checkered textures support
- Configuring of rendering parameters through command line arguments
- Multithreaded rendering through the use of Rust’s rayon library
- Bounding Volume Hierarchy
- Microfacet materials
- Volumes