Rustracer is a toy raytracer written in Rust.
Update (27/05/2020): This project is not really developped anymore as I ran out of steam and spare time. I'm doing a little bit of maintainance occasionally, such as updating dependencies, to keep it from bitrotting but I suggest you look at rs_pbrt for a more full-featured port of
pbrt
.
It started as a little playground to play with raytracing concepts that I found on Scratchapixel. I then found out about tray_rust and began refactoring my code to follow its design, but then eventually bought a copy of Physically-Based Ray Tracing and decided to follow the C++ implementation as closely as possible to make it easier to follow along with the book. Consider this a port of PBRTv3 to Rust.
Note: I am very much a beginner in Rust as well as in raytracing and this project is a way for me to learn about both. If the code is ugly or broken, it is very much my fault :) This is not helped by the fact that the C++ implementation is very object-oriented, and doesn't always translate cleanly or idiomatically to Rust... I haven't really paid attention to performance yet, or number of allocations, so both are probably pretty bad :) That being said, feedback is more than welcome!
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tray_rust: if you want to see a good physically-based raytracer in Rust written by someone who knows what they're talking about, you should check this project instead of mine :) It's got some nice features, like distributed rendering, and the code is beautifully written and documented.
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rs_pbrt: another port of PBRT to Rust.
More examples can be found in the renders/ directory.
To run the CLI, run cargo run --release -p rustracer -- scene_file.pbrt
.
- Integrators:
- Whitted
- Direct Lighting (with "all" or "one" sampling strategies)
- Path Tracing (with "uniform" or "spatial" sampling strategies)
- Normal (for debuging)
- Ambient Occlusion
- Shapes:
- Basic shapes: disc, sphere, cylinder
- triangle meshes
- Perspective camera with thin-lens depth-of-field
- Lights:
- Point lights
- distant lights
- diffuse area lights
- infinite area light
- BxDFs:
- Lambertian
- perfect specular reflection / transmission
- microfacet (Oren-Nayar and Torrance-Sparrow models, Beckmann and Trowbridge-Heitz distributions, Smith masking-shadowing function)
- Materials:
- Matte
- Plastic
- Metal / RoughMetal
- Glass / RoughGlass
- Substrate (thin-coated)
- Translucent
- Uber
- Disney (without SSS)
- Textures (imagemaps, UV, CheckerBoard)
- imagemap with mipmapping (with trilinear and EWA filtering)
- UV
- CheckerBoard
- Fbm
- BVH acceleration structure (MIDDLE and SAH splitting strategy)
- multi-threaded rendering
- Support for PBRT scene file format (still incomplete)
- Read textures in PNG, TGA, PFM, HDR or EXR (thanks to openexr-rs)
- Write images in PNG or EXR
- Support for PLY meshes (thanks to ply-rs)
- Bump mapping
- Memory arena (thanks to light_arena)
- More CLI parameters (e.g. output file name, thread numbers)
- More camera types (orthographic, realistic, environment)
- More shapes (cone, paraboloid, hyperboloid, NURBs...)
- More samplers (Halton, Sobol...)
- More BxDFs and materials
- Implement subsurface scattering
- Volumetric rendering
- More integrators: bidirectional path tracing, MTL, SPPM
- Animations
- more light types
- k-d trees?
- Spectral rendering?
- some SIMD optimisation?
- ...
Licensed under either of
- Apache License, Version 2.0, (LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0)
- MIT license (LICENSE-MIT or http://opensource.org/licenses/MIT)
at your option.