2.1 KiB
2.1 KiB
🚀 Raytracer Project Roadmap
This roadmap breaks down the essential steps to build your CPU-based raytracer from scratch in C++.
Phase 1: Foundations & Core Engine
- Set up vector math utilities (
vec3): add, subtract, dot, cross, normalize - Implement Ray class — origin, direction, basic functions
- Basic Sphere object — position, radius, material properties
- Ray-Sphere intersection logic — the core of your renderer
- Camera setup — generate rays through the viewport
- Scene structure — manage objects and lights
Objectives:
- Render a single sphere with basic color
- Output to a simple PPM file format
Phase 2: Lighting & Shading Basics
- Diffuse shading (Lambertian reflection) — basic light bounce for realism
- Implement simple light sources: directional, point lights
- Shadow rays — cast rays toward lights to check occlusion
- Basic materials — color, albedo, reflectivity factor
Phase 3: Reflection & Recursion
- Reflection rays — mirror-like reflections with recursion depth limit
- (Optional) Refraction — transparent materials like glass
- Recursive ray tracing — combine reflections & lighting
Phase 4: Image Output & Performance
- Render to PPM file (or PNG with
stb_image_write) - Anti-aliasing — supersampling for smooth edges
- Multi-threading (OpenMP or
std::thread) for parallel speedup - Optimize math operations — use inline functions,
constexprwhere possible
Phase 5: Scene & Object Expansion
- Add more shapes: planes, triangles (for meshes)
- OBJ file loader — import 3D models
- Material system — metals, dielectrics, diffuse, emissive lights
- Texture mapping (UV mapping) — add realistic surface detail
- Multiple light sources with falloff
Phase 6: Advanced Features (Flex Mode ON)
- Global Illumination / Path Tracing (big brain mode)
- Depth of field camera effect
- Motion blur
- HDR environment maps for reflections and lighting
- GUI or real-time preview (super ambitious)