Ray Tracing Renderer

These CGs below are generated by my original ray-tracing renderer.

My renderer uses Blinn shading.

The features implementation includes reflection refraction, soft shadow, and Monte Carlo global illumination.

For computational optimization wise, bounding volume hierarchy space partitioning and path tracing, and multiple importance sampling are also implemented.

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It's more interesting to see the CG rather than me explaining the theory part of the renderer, so let take a look at it.

If you are curious to know more about my renderer, I have attached a Github link here.