Ray Tracing in One Weekend book series, done in Rust
- Multi-threaded CPU raytracing of spheres
- Global/indirect illumination
- Multiple materials, image textures, and noise textures
- Only dependencies aside from
stdare for randomness (currentlyrandandrand_chacha) - Serialization of PPM files for render output
- Deserialization of PPM files for texture input
Run using cargo run --release, choose scene by entering a number when prompted, wait for render to finish, then view the resulting render.ppm in the root directory of the project
- More materials, including emitters, volumetrics
- Triangle/quad primitives
- Parsing of some simple 3D model format
- Optimizations (e.g. surface area heuristic for BVH)




