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reyes\nREYES renderer in C++\n\ncomplementary slides about the algorithm and the implementation: https://www.slideshare.net/DraganOkanovic/reyes-59489937\n\n| example renderer output | algorithm |\n| --- | --- |\n| ![cover2](log/cover2.png \"cover2\") | ![image](https://user-images.githubusercontent.com/1355455/147876291-fdb4e1e2-de13-4790-9c90-6509a8552da1.png) |\n\n### file structure\n\nSource code is divided as following:\n\n![ls](log/ls.png \"ls\")\n\n- **core/**: responsible for systems independent of the reyes algorithm\n\t- [aajob.hpp](src/reyes/aajob.hpp): multithreading management\n\t- [backend.hpp](src/reyes/backend.hpp): win api and opengl init\n\t- [mem.hpp](src/reyes/mem.hpp): memory management\n- **reyes/**\n\t- [settings.hpp](src/reyes/settings.hpp): modifies behavior and data structures\n\t- [pipeline.hpp](src/reyes/pipeline.hpp): main rendering procedure and heart of the system\n\t- [shape.hpp](src/reyes/shape.hpp): main abstraction of the input\n\t- [shading.hpp](src/reyes/shading.hpp): abstraction of a material and shading system\n\t- [grid.hpp](src/reyes/grid.hpp): microgrid abstraction\n\t- [scene.hpp](src/reyes/scene.hpp): convenient data structure\n\t- **camera/**\n\t\t- [scene.hpp](src/reyes/scene.hpp): abstraction of the virtual camera\n\t\t- [film.hpp](src/reyes/film.hpp): abstraction of the image's film\n\t\t- **film/**: different implementations of the film\n\t- **lib/**: different implementations of the core parts of the shading system\n\t\t- **lights/**\n\t\t- **materials/**\n\t\t- **samplers/**\n\t\t- **shapes/**\n\t- **misc/**: vector math and matrices\n\n---\n\n#### v1.0\n\n- [x] basic buffer (1 sample per pixel)\n- [x] no bucketing\n- [x] no splitting and bounding (dice entire primitives, each and every)\n- [x] basic pipeline\n- [x] basic rasterizer\n\n#### v2.0\n\n- [x] transformations (translate, scale)\n- [x] dicing\n- [x] bounding and splitting\n- [x] entire reyes pipeline\n- [x] finalize quadrilaterals and triangles\n- [x] G-buffer\n- [x] improved memory management and speed\n- [x] geometry: plane, sphere, disc, cubic bezier patch, Utah teapot\n- [x] support for different materials (custom \"shaders\")\n- [x] texture samplers in \"shaders\"\n- [x] support for lights: directional, point\n\n#### v3.0\n\n- [x] threaded renderer\n- [x] improved memory managment\n- [ ] A-buffer\n    - [ ] *stochastic (multi)sampling*\n    - [ ] transparency support\n    - [ ] inject optimizations\n- [ ] dof\n- [ ] motion blur\n- [x] task (job) manager\n- [ ] profiling\n- [ ] bucketing\n- [ ] (progress indicator)\n- [ ] (camera; perspective and orthographic)\n- [ ] (Klein bottle)\n- [ ] (SH light)\n\n#### v4.0\n\n- [ ] optimized memory layout\n- [ ] (GP)GPU implementation\n- [ ] (pseudo) real-time\n\n#### v5.0\n\n- [ ] alogirthms for fixing cracks\n- [ ] fix elongated micropolygons\n- [ ] dice criterium different\n- [ ] dynamic dicing\n\n#### v6.0\n\n- [ ] shadow mapping\n- [ ] additional post-processing effects\n- [ ] animations\n- [ ] materials (toon, phong, ggxD)\n- [ ] additional geometry\n    - [ ] catmull-clark subdiv\n    - [ ] more bezier\n    - [ ] nurbs (b-spline)\n    - [ ] loop subdiv\n- [ ] full Renderman specification\n","funding_links":[],"categories":[],"sub_categories":[],"project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fabstractalgo%2Freyes","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fabstractalgo%2Freyes","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fabstractalgo%2Freyes/lists"}