My second ray tracer actually...

Practical and theoretical implementation discussion.
Post Reply
Posts: 6
Joined: Tue Jun 12, 2012 7:21 pm
Location: New Jersey, USA

My second ray tracer actually...

Post by voxel » Fri Jul 13, 2012 2:07 am

I have been slowly working through the PBRT book and have been rewriting some of the millions of wrong design decisions I made the first time I implemented my toy JavaScript ray tracer. I want to make a real general purpose JavaScript ray tracing engine because - who really needs performance? :lol:

Currently, it runs either within the browser or from the command-line (using node.js) but there is no scene description language yet. It reads Wavefront objects and material libraries. The eventual goal is to create an actual (non-trivial) path tracer implemented in pure JS.

Maybe it will be a good research or teaching tool once the interfaces are stable enough to release publicly. It could be an easy way to try out new things out without having a full development environment + libraries at hand.

Some sample images:

An interactive demo of the ray tracer (alpha quality, Google Chrome web browser very much preferred):

NOTE: You must first select a model from the nav-bar up top. I know it isn't the most intuitive thing but the interface is just a rough working demo at the moment.


Posts: 52
Joined: Sat Dec 10, 2011 1:58 am
Location: Los Angeles, CA

Re: My second ray tracer actually...

Post by beason » Sat Jul 14, 2012 12:16 am

Rendering stuck at 90% in firefox 13 (black image)

Post Reply