A Rust implementation of a basic raytracer based on Peter Shirley's blog "Ray Tracing in One Weekend"
This project is mostly for me to play with Rust, raytracing, and performances. It is implemented in a lib, but comes with examples scenes in the examples folder.
I try to keep render times fast by using multi-threaded code and performant datastructures (BVH), and by doing optimization (usage of flamegraphs and benchmarking).
Example image generated: