Where is the "meat" of the rendering code? #8
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Hi, this is pretty neato! I was working on this project recently: https://github.com/define-private-public/PSRayTracing Which is meant to be a more optimized version of the Peter Shirley Ray Tracing series. It was meant to be written using pure C++17, but also wrote in a way for modern compilers to do better optimization (e.g. auto-vectorization). I also wanted to see how far I could push a CPU, without changing the overall structure of the original ray tracer. I'm interested in looking at your rendering code. I'd like to see where in project most of the CPU's heavy lifting takes place to render the images. I want to see if there is anything I could take from your project and integrate into mine. |
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Check out |
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Check out
src/Engine/Renderer.h
you can follow the code from that.https://github.com/Zielon/CPURasterizer/blob/main/Rasterizer/Rasterizer/src/Engine/Renderer.cpp#L38