In this post, I discuss four features that I implemented in my ray tracer that I believe everyone should try to incorporate into their own ray tracers.
I've recently built a ray tracer and incorporated several interesting features that I believe will inspire people to challenge themselves by implementing these features on their own.
The first feature I consider quintessential in almost any ray tracer is an acceleration data structure. Specifically, I implemented a Bounding Volume Hierarchy (BVH) in my ray tracer, enabling it to render complex scenes with various meshes in seconds rather than minutes.
There are two ways to construct a BVH: top-down and bottom-up. For my ray tracer, I chose to implement a bottom-up, nearest-neighbor BVH:
By following this approach, I noticed my render times jumping from 60 minutes long for a single mesh to 200 milliseconds with multiple meshes in a scene.
Arguably, this next feature is as important as the first, and it involves transformations. I incorporated three fundamental transformations in my ray tracer: scaling, translating, and rotating.
Implementing these transformations isn't hard! What I did was combine all the scaling, translating, and rotating operations into a single transformation matrix. I utilized a library like GLM to handle the matrix calculations for me. By multiplying the vertices of my meshes by this transformation matrix, I was able to move, shape and rotate everything in my scenes.
The next feature I want to mention is anti-aliasing. While it may initially seem unremarkable, it is actually quite fascinating. Anti-aliasing falls under the category of ray tracing techniques known as distributed ray tracing. In distributed ray tracing, instead of casting a single ray into the scene, we cast multiple sub-pixel rays (either randomly or by dividing each pixel into evenly sized portions). The values obtained from these rays are then averaged to achieve the final result.
To implement anti-aliasing in my ray tracer, I subdivided each pixel into uniformly distributed segments. I divided the pixel both vertically and horizontally and calculated the illumination value at each segment. By collecting a sufficient number of samples, I was able to average the illumination values for a single pixel, resulting in an anti-aliasing effect.
This effect is useful because it helps reduce visual artifacts such as jagged edges and aliasing that can occur when rendering scenes, leading to a smoother and more visually pleasing output.
Finally, my most favorite feature is area lighting. Similar to the previously mentioned anti-aliasing technique, this feature also utilizes the distributed ray tracing approach to achieve its effect. As the name implies, the light source is not just a point but has a physical area, often in the form of a rectangle or any other shape. With this area, the effect is achieved by casting multiple shadow rays from a surface towards the area of the light source. Once a sufficient number of samples have been collected, the average value is computed and used to illuminate the respective surface.
In my ray tracer, I implemented area lighting by considering a rectangular area divided into evenly sized segments. From each surface, I cast shadow rays towards each segment of the area. By collecting a collection of samples, I calculated the average of the illumination values to shade my surfaces.
This effect adds a realistic touch to the scene by simulating the soft shadows and variations in lighting that occur in the real world.
In conclusion, I hope you have found this post useful, and I hope it has inspired you to implement some of the features mentioned here. To assist you in your journey, I have provided a list of additional resources that may be helpful:
I wish you the best of luck in incorporating these features into your own ray tracer. Happy coding!