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These shaders are my implementation of the raytracer described in the (excellent) book "Ray tracing in one weekend" and "Ray tracing: the next week" by Peter Shirley (@Peter_shirley). I have tried to follow the code from his book as much as possible, but I had to make some changes to get it running in a fragment shader:
- There are no classes (and methods) in glsl so I use structs and functions instead. Inheritance is implemented by adding a type variable to the struct and adding ugly if/else statements to the (not so overloaded) functions.
- The scene description is procedurally implemented in the world_hit function to save memory.
- The color function is implemented using a loop because it is not possible to have a recursive function call in glsl.
- Only one sample per pixel per frame is calculated. Samples of all frames are added in Buffer A and averaged in the Image tab.
Besides that, I also made some other design choices. Most notably:
- In my code ray.direction is always a unit vector so I could clean up the rest of the code by removing some implicit normalizations.
- Cosine weighted hemisphere sampling is used for the Lambertian material.
You can find the raytracer / pathtracer in Buffer A.
= Ray tracing in one week =
- Chapter 7: Diffuse https://www.shadertoy.com/view/llVcDz
- Chapter 9: Dielectrics https://www.shadertoy.com/view/MlVcDz
- Chapter 11: Defocus blur https://www.shadertoy.com/view/XlGcWh
- Chapter 12: Where next? https://www.shadertoy.com/view/XlycWh
= Ray tracing: the next week =
- Chapter 6: Rectangles and lights https://www.shadertoy.com/view/4tGcWD
- Chapter 7: Instances https://www.shadertoy.com/view/XlGcWD
- Chapter 8: Volumes https://www.shadertoy.com/view/XtyyDD
- Chapter 9: A Scene Testing All New Features https://www.shadertoy.com/view/MtycDD
You can find (the full source of) RIOW 2.08: Volumes on Shadertoy.