๐ 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.
๐ 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.
๐ฏ 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.
๐ 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 objectโs 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.
๐จ 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.
๐ 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).
๐ ๏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
๐งช 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.
๐งต 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.