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Rust implementation of Peter Shirley's Ray Tracing in One Weekend book.

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Ray Tracing

Overview

This is my take on Peter Shirley's Ray Tracing in One Weekend book.

This project uses the Rust programming language to achieve high performance and memory efficiency while providing many benefits such as memory- and thread-safety.

Build & Run this project

  1. Install Rust

  2. Clone the repository

  3. Build the project

    cargo build --release
  4. Run the executable

    ./target/release/rust-ray-tracing

    Display command line options

    ./target/release/rust-ray-tracing --help

Performance

I've already implemented Peter Shirley's ray tracing in various programming languages running on CPU & GPU and compared their performance.

The performance was measured on the same scene (see image above) with the same amount of objects, the same recursive depth, the same resolution (1920 x 1080). The measured times are averaged over multiple runs.

Reference system: AMD Ryzen 9 5900X (12 Cores / 24 Threads) | AMD Radeon RX 6800 XT

1 sample / pixel 100 samples / pixel
Elixir 67,200 ms N/A
JavaScript - Node.js 4,870 ms 308 s
Go 1,410 ms 142 s
OCaml 795 ms 75 s
Java 770 ms 59 s
C++ 685 ms 70 s
Rust 362 ms 36 s
C 329 ms 33 s
GPU - Compute Shader 21 ms 2 s
GPU - Vulkan Ray Tracing Extension 1 ms 0.1 s

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Rust implementation of Peter Shirley's Ray Tracing in One Weekend book.

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