Vulkan Ray Tracing Renderer: The Next-Level Graphics Engine

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.