CPU based Pathtracer with multi-threaded chunk rendering system. Final project for Advanced Programming in C++ university course.
Written in C++ using SFML for cross-platform windowing and event handling.
- RTOW 1 by Peter Shirley
- Physically Based Rendering by Matt Pharr, Wenzel Jakob and Greg Humphreys.
- Camera movement (WASDQE),
- Sample count adjustment (UP/DOWN),
- Switching between multiple scenes (LEFT/RIGHT),
- Regular rendering mode (1),
- Depth-based visualisation mode (2),
- Time-based visualisation mode (3),
- Normal-based visualisation mode (4),
Project was made in accordance with functional and non-functional requirements of the subject.
Subject requirements heavily influenced architectural structure of the engine.