a weekend raytracing project written using the raylib library and glsl
- 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
- 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




