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Building a Ray Tracer in C++: Reflection, Shading, and Optimization

Ray tracing is a powerful rendering technique that simulates how light interacts with objects to produce photorealistic images.

Sakthi Kumar Sampath Kumar

Sakthi Kumar Sampath Kumar

10/15/2024 ยท 3 min read

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๐Ÿš€ Building a Ray Tracer in C++: Reflection, Shading, and Optimization

Ray tracing is a powerful rendering technique that simulates how light interacts with objects to produce photorealistic images. In this post, we explain how we built a ray tracer from scratch in C++, including core components like intersection detection, shading, and recursive reflection.

๐Ÿ” Overview Our C++ ray tracer supports:

Triangle mesh rendering

Flat and reflective shaders

Texture mapping

Recursive reflections

Background shading

Performance optimizations

We designed the system to be modular, extensible, and relatively efficient.

๐ŸŽฏ 1. Ray Generation The process begins by casting a ray from the camera through the center of each pixel on the screen.

For each pixel:

Compute the world-space position of the pixel

Subtract the camera origin to get the ray direction

Normalize the direction and create a Ray

The ray is passed to the main function Cast_Ray, which determines what color should be shown at that pixel.

๐Ÿ“Œ 2. Finding Intersections We call Closest_Intersection(ray) to find which object in the scene the ray hits first.

This function:

Iterates through all objects in the scene

Calls each objectโ€™s Intersection() method

Tracks the closest hit where hit.dist >= small_t

If no intersection is found, we fall back to a background_shader if defined.

๐ŸŽจ 3. Shading Logic Once we know the intersection point and surface normal, we compute the color using the associated shader.

Our ray tracer supports different shaders:

Flat Shader โ€“ simple lighting based on a normal and a single light

Background Shader โ€“ used when no object is hit

Reflective Shader โ€“ blends reflection with another shader

Each shader implements a Shade_Surface() function, which returns an RGB color.

๐Ÿ” 4. Reflections (Recursive Rays) The Reflective_Shader computes a reflection direction based on the incoming ray and surface normal:

Uses the formula reflected = v - 2 * dot(v, normal) * normal

Creates a new reflected ray with a small offset to avoid self-intersection

Calls Cast_Ray again with recursion_depth - 1

The result is a mix of the base color and the reflected color, controlled by a reflectivity factor (clamped between 0 and 1).

๐Ÿ› ๏ธ 5. Optimizations To improve performance and avoid rendering artifacts, we implemented several optimizations:

Early Exit: Rays with recursion_depth <= 0 return black immediately

Offset Rays: A small position offset (+ normal * 0.001) prevents self-shadowing

Modular Shading: Reflective shaders can wrap any other shader

Clean Memory Management: Proper deletion of all objects, shaders, and lights

Further optimizations we plan to explore:

Spatial acceleration (e.g., BVH or uniform grids)

Multi-threaded rendering

Anti-aliasing with supersampling

๐Ÿงช Visual Results With this setup, the ray tracer can render complex scenes with textured triangle meshes (like a 3D cow), spheres, reflections, shadows, and realistic lighting. The final images are rendered one pixel at a time, simulating light physics.

๐Ÿงต Conclusion Building a ray tracer from scratch in C++ was both a technically demanding and creatively rewarding experience. It strengthened our understanding of:

Geometry and linear algebra

Lighting models

Memory and performance optimization

Software modularity and extensibility

This project serves as a strong foundation for future work in computer graphics, game engines, and physically based rendering.