A path tracer implemented in Golang built on top of Peter Shirley's Raytracing books.
- Rendering into a float64 image buffer.
- Direct, indirect and image-based lighting.
- Primitives: Spheres, boxes, rectangles and triangles.
- Wavefront OBJ import.
- Materials: Glass, metal, Lambert, Perlin noise.
- Textures: PNG (LDR) and Radiance (HDR).
- Normal mapping.
- Displacement mapping through sub-texel mesh tessellation.
The Stanford dragon
A demonstration of the effect of displacement mapping on a surface using Bricks078 from ambientCG.com, licensed under CC0 1.0 Universal.