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Simple raytracer using octrees technology developed using OpenGL. Also has analysis files for benchmarking results

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Simple RayTracing Algorithm using Octrees

Projected developed for EDAA class @ FEUP - M.EIC

Grade: 20/20

Compile

  • Run in root cmake -G "Unix Makefiles" -S . -B build

If it doesn't work add the direct paths to GCC and G++, i.e.

  • -DCMAKE_C_COMPILER="C:/msys64/ucrt64/bin/gcc.exe" -DCMAKE_CXX_COMPILER="C:/msys64/ucrt64/bin/g++.exe"

Then inside /build/ run make

Architecture

Our code will be divided in two parts, the CPU, which will do the work that happens once and the Shaders, which does things that need to be done many times per second. This way, we ease the load of work on the GPU, making our app more efficient.

  • CPU (normal C/C++ files): Build scene -> Build octree -> Send both to GPU
  • GPU (shaders): For each ray -> Traverse octree -> Test only relevant spheres

Notes

1- Install something for cpp and make like Mingw 2- gcc-g++, binutils, gdb, libstdc++ 3- "terminal.integrated.env.windows": { "Path": "C:\cygwin64\bin;${env:Path}" } in settings.json 4-install Cmake

APITrace

Usage

  1. Change shaders to absolute paths shader = new Shader("D:/Universidade/Y4S2/EDAA/EDAA/shaders/vertex_shader.glsl", "D:/Universidade/Y4S2/EDAA/EDAA/ shaders/octree_fragment_shader.glsl");
  2. Run ./apitrace trace --api gl D:\Universidade\Y4S2\EDAA\EDAA\build\edaa.exe -v --output=OUTPUT

References

Developers

Developed By:

  • Tiago Cruz
  • Tomás Xavier

About

Simple raytracer using octrees technology developed using OpenGL. Also has analysis files for benchmarking results

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