CPU path-tracer in C++ following Ray Tracing in One Weekend
Overview

A C++ implementation of Peter Shirley’s series, built to learn ray tracing fundamentals—rays, materials, recursion—and to lay groundwork for future real-time DX12 integration.
Collation Of Shader Techniques

My Role
I implemented the renderer, scene and material system, basic multithreading, and the learning roadmap toward BVH acceleration and eventual DX12/DXR integration.
Key Features
- Vector math, rays, and hittable scene objects
- Lambertian, metal, and dielectric materials
- Recursive ray-color, anti-aliasing, gamma correction
- Simple multithreaded CPU rendering
Technical Highlights
- Extensible scene representation ready for BVH acceleration
- Rendering outputs at varied sample counts for quality/perf comparison
- Planned DX12/DXR path for hybrid raster + ray tracing integration
Screenshots
Tools and Technologies
C++, Windows, Visual Studio, CPU path tracing



