Continuation of PTS3D, but written in Rust
Goal of this project is to learn Rust + build a medium-performance path tracer and some interoperability across C/C++ so it can be integrated with my other project Wasp8.
20k SPP, Ray depth - 10
| Feature | Status |
|---|---|
| Global Illumination | ✅ |
| Shadows | ✅ |
| Shadow rays | TODO |
| Dielectrics | ✅ |
| Metallics | ✅ |
| Diffuse | ✅ |
| Emissive | ✅ |
| Caustics | ✅ |
| Support for arbitrary meshes | ✅ |
| Support for wavefront materials | In progress |
| Arbitrary textures | TODO |
| Multiple samples per pixel | ✅ |
| Real-time movement | ✅ |
| Visualizing the rendering process | ✅ |
| Bounding boxes | ✅ |
| BVH | In progress |
| CPU parallelization | ✅ |
| GPU support | TODO |
| Depth of Field | TODO |
| Fog | TODO |
| Watertight triangle intersection (paper) | TODO |
| Neural Radiance Caching (paper) | TODO |
