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Ray Tracing in pure CMake

64.github.io

11–20 of 167 posts

Re: Ray Tracing in pure CMake

#12
Please clarify for me the part about the set exec command. You create n workers but you pass the whole image size to each. Why isn’t the image size divided by the number of workers?

Re: Ray Tracing in pure CMake

#14
post #12

Please clarify for me the part about the set exec command. You create n workers but you pass the whole image size to each. Why isn’t the image size divided by the number of workers?

See the source code, it uses worker_index to find which part of the image it needs to process.

Re: Ray Tracing in pure CMake

#17

I refuse to even look at this. I've seen ray tracing in a PDF before but this is too far.

IMO, this isn’t that impressive. Turns out that CMake has a scripting language that can be used to implement a ray tracer, and do that multi-threaded. The model being rendered also is hard-coded in the ray tracer.

I expected a monstrosity that had multiple targets for every pixel (“ray arriving at (x,y)”, “ray arriving at (x,y) after one bounce”, etc), with some magic to merge all the outputs of the last bounce into an image, say by generating a huge html table, with each cell having a different background color.

Re: Ray Tracing in pure CMake

#18
post #5
post #2

Oh no... so far the most terrifying title I've seen in HN this year. By the way, it's impressive how they even managed to multithread this.

Someone might be working on an article even worse: list of things that raytracers haven't been written in (yet, regularly updated)

There are even Excel ray tracers out there
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