Vulkan Ray Tracing Renderer: The Next-Level Graphics Engine
Status: In Development
Role: Solo Developer
Overview
The Vulkan Ray Tracing Renderer is a cutting-edge project that aims to push the boundaries of computer graphics. I am working on this as a solo developer, targeting a wide range of features that aim to elevate the state of the art in rendering technologies.
Planned Features
- Ray and Sphere Calculations: Foundational math for tracing rays and intersecting them with spheres.
- Sphere Rendering: Visualization of 3D spheres via ray tracing.
- Ray Casting: Detailed sphere intersection algorithms to enhance rendering.
- Lighting and Shading: Advanced techniques to offer realistic lighting conditions.
- Interactive 3D Camera System: User-operable camera system for dynamic views.
- Multi-Object Rendering: Ability to render scenes with multiple objects interacting.
- Ray Tracing Pipeline: Introduction and execution of a streamlined rendering pipeline.
- Physically Based Materials: Implementation of PBR for more accurate material representation.
- Path Tracing: Algorithms to render images with global illumination.
- Multithreading: Utilization of parallel computing to speed up the rendering process.
- Performance Optimization: Techniques for locating and resolving bottlenecks in the code.
- Emissive Materials: Rendering objects that emit light.
- Fast Random Generation: Efficient random number generation for stochastic processes.
Technologies Used
- Vulkan
- C++
Progress
As the project is currently in development, stay tuned for updates on feature completion and implementation insights.

