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RaylibRaytracer

a weekend raytracing project written using the raylib library and glsl

Details

  • Utilizes SSBO to store mesh data on the GPU
  • Performs all raytracing calculations within a fullscreen-quad fragment shader
  • Utilizes a BVH acceleration structure for fast ray-scene traversal
  • Utilizes cosin weighted hemisphere sampling for roughness scattering

Lessons Learned

  • Future raytracing implementations need a more efficient way to store data in GPU memory
  • Use compute shaders for future implementations
  • Vulkan is far more optimal for raytracing, but OpenGL can get the job done for smaller-scale projects

Tip

After creating this project, I was requested to write about it in the ForAll Math magazine associated with Saint Louis University. If you are interested, you can read my article here

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a weekend raytracing project written using the raylib library and glsl

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