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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "https://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
<meta name="generator" content="Doxygen 1.8.16"/>
<meta name="viewport" content="width=device-width, initial-scale=1"/>
<title>CRay Engine Mini: Main Page</title>
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<td id="projectalign" style="padding-left: 0.5em;">
<div id="projectname">CRay Engine Mini
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<div class="title">CRay Engine Mini Documentation</div> </div>
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<div class="contents">
<div class="textblock"><h1><a class="anchor" id="intro"></a>
Introduction</h1>
<p>This is a basic CPU ray tracing engine, consisting of two basic files and with a minimum of dependencies. The main idea was to be able to quickly render an image through simple API calls for rapid prototyping, that could be easily integrated and exploited through a larger engine. Since other, usually heavy utilities, responsible for image loading, logging, geometry I/O, etc. are either already present as part of larger tools or exist as separate projects, the provided engine is responsible only for the pure rendering part, i.e. it is agnostic on how images and external models have been loaded.</p>
<h1><a class="anchor" id="features"></a>
Features</h1>
<p>List of features:</p><ul>
<li>C/C++ API</li>
<li>Multithreaded tiled rendering</li>
<li>BVH for storing the scene primitives</li>
<li>Two integrators (for now): ambient occlusion and path tracing</li>
<li>Cameras: perspective, thinlens and orthographic</li>
<li>Primitives: spheres, rectangles, triangles</li>
<li>Multiple materials for modelling the typical matte, glass, plastic surfaces, etc (see the list of supported materials below). In more detail:<ul>
<li>Support for diffuse/specular components and smooth/rough reflection/transmission</li>
<li>Diffuse surfaces are modelled as pure Lambertian and specular using isotropic GGX.</li>
</ul>
</li>
<li>Light sources:<ul>
<li>diffuse area lights</li>
<li>point spot/omnilights</li>
<li>directional lights</li>
</ul>
</li>
<li>Multiple importance sampling</li>
<li>Basic texturing: box and bilinear filtering</li>
<li>Support for hierarchical transformations</li>
<li>Interactive (progressive) rendering, to be integrated in a GUI for navigation</li>
<li>Internal logger mechanism as well as rendering progress functionality</li>
</ul>
<h1><a class="anchor" id="author"></a>
Credits</h1>
<p>Kostas Vardis <br />
Website: <a href="https://kostasvardis.com">https://kostasvardis.com</a> <br />
Any acknowledgments/references are appreciated.</p>
<h1><a class="anchor" id="license"></a>
License</h1>
<p>MIT License</p>
<p>Copyright (c) 2020 Kostas Vardis</p>
<p>Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:</p>
<p>The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.</p>
<p>THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. </p>
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