PSRayTracing

A (modern) C++ implementation of the Peter Shirley Ray Tracing mini-books (https://raytracing.github.io). Features a clean project structure, perf. improvements (compared to the original code), multi-core rendering, and more. (by define-private-public)

PSRayTracing Alternatives

Similar projects and alternatives to PSRayTracing

NOTE: The number of mentions on this list indicates mentions on common posts plus user suggested alternatives. Hence, a higher number means a better PSRayTracing alternative or higher similarity.

PSRayTracing reviews and mentions

Posts with mentions or reviews of PSRayTracing. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-12-11.
  • Deploy multi-platform applications with C++ (desktop, mobile and web). An example with Dear ImGui
    2 projects | /r/cpp | 11 Dec 2023
    I wouldn't say that CMake isn't that painful for the deployment stage. I have successfully deployed an open source project on Windows, Mac, Linux, Android, and iOS.
  • Introducing TeaScript C++ Library
    2 projects | /r/cpp | 16 Feb 2023
    It's a very old project and a VERY basic engine. TBH, engines like godot do a much better job, have their own scripting language (to hide away C++), but still let you write some native code if need be. For TeaScript, I'd be more interested in using it to have a more dynamic pipeline for this project, but performance there is absolutely critical since it can mean the difference between 2 minutes an 2 hours.
  • What are the hallmarks of well written and high quality C++ code?
    4 projects | /r/cpp | 20 Oct 2022
    Does it work as a drop-in replacement? I've got this project here where I'm looking to squeeze more perf from: https://github.com/define-private-public/PSRayTracing
  • I made a drop in replacement of `std::shared_ptr` to experiment with performance. It wasn't any faster. Why?
    1 project | /r/cpp | 7 Sep 2022
    While working on a ray tracing implementation, I was interested in replacing out the usage of std::shared_ptr with something else. I've always been told that shared pointers are slow, and this is due to things such as reference counting. The original implementation of this ray tracer used shared pointers quite extensively in the rendering (hot path) code. I didn't want to deviate from the architecture for my implementaiton . Mostly, the pointers are passed around as const-ref objects.
  • Question about branch prediction for clauses that are either `true` for 100% of the time, or `false` for 100% of the time.
    1 project | /r/cpp | 19 Jan 2022
    Last year I was working on an implementation of the Ray Tracing in one Weekend book series. I noticed there was a fair amount of sub-optimal code in it, so I took the opportunity to rewrite parts of it to be better optimized. One of the other things I added to the CMake configuration were some compile time flags that could be toggled ON/OFF, as to use either the books code, or my code. e.g. WITH_BOOK_AABB_HIT=True, it would use the books' method AABB-Ray intersection. False, it would use my (faster) one. This allowed anyone else to download the code, toggle the change and easily see the effect it had on performance.
  • Stories of what happened when you forgot to initialize a variable
    1 project | /r/cpp | 12 Jan 2021
    Here's my implementation: https://github.com/define-private-public/PSRayTracing It's different, mainly in structure (cleaner) and that it's much more performant. It also allows you to either use the code I wrote (typically faster) or the book's methods with the flip of a compiler flag.
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Stats

Basic PSRayTracing repo stats
6
213
7.2
16 days ago

define-private-public/PSRayTracing is an open source project licensed under Apache License 2.0 which is an OSI approved license.

The primary programming language of PSRayTracing is C.


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