C++advancedcliAI generated

PPM Ray Tracer Renderer

A ray tracing renderer that computes sphere/plane intersections, diffuse and specular shading, and shadows for a simple 3D scene, outputting the result as a PPM image file. Learners practice vector math, recursive ray-object intersection algorithms, and performance-conscious rendering loops in C++.

Estimate
~13h
Steps
6
Completed by
0
Proposed by
codeseed.app

Standard Library (STL) · manual vector math

Project roadmap

  1. 01

    Implement the Vec3 math library

    ~1.5h

    Write a 3D vector class with dot, cross, normalize, and arithmetic operators used throughout the renderer.

  2. 02

    Implement ray-sphere and ray-plane intersection

    ~2.5h

    Write intersection test functions returning hit distance and surface normal for spheres and planes.

  3. 03

    Implement the scene and camera model

    ~2h

    Build a scene container of objects/lights and a camera that generates primary rays per pixel.

  4. 04

    Implement diffuse/specular shading and shadows

    ~3h

    Compute Phong-style shading per hit point and cast shadow rays toward lights to darken occluded points.

  5. 05

    Add reflections via recursive ray tracing

    ~2.5h

    Recursively trace reflected rays off shiny surfaces up to a max depth, blending results.

  6. 06

    Write the PPM output and render a sample scene

    ~1.5h

    Write the final pixel buffer to a PPM file and render a multi-object demo scene with shadows and reflections.

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~13h · 6 steps

Tech stack

Standard Library (STL)manual vector math