ToyPathTracer Save

Toy path tracer for my own learning purposes (CPU/GPU, C++/C#, Win/Mac/Wasm, DX11/Metal, also Unity)

Project README

Toy Path Tracer Build Status

Toy path tracer I did in 2018 for my own learning purposes. Somewhat based on Peter Shirley's Ray Tracing in One Weekend minibook (highly recommended!), and on Kevin Beason's smallpt.

Screenshot

I decided to write blog posts about things I discover as I do this:

Note: it can only do spheres, no bounding volume hierachy of any sorts, a lot of stuff hardcoded.

Performance numbers in Mray/s on a scene with ~50 spheres and two light sources, running on the CPU:

Language Approach Ryzen 5950 AMD TR1950 MBP 2021 MBP 2018 MBA 2020 iPhone 11 iPhone X iPhone SE
C++ SIMD Intrinsics 281.0 187.0 105.4 74.0 32.3 26.4 12.9 8.5
Scalar 141.2 100.0 84.8 35.7 15.9
WebAssembly (no threads, no SIMD) 8.4 5.0 8.1 5.6
C# Unity Burst "manual" SIMD 227.2 133.0 103.7 60.0 29.7
Unity Burst 82.0 36.0
Unity (Editor) 6.5 3.4
Unity (player Mono) 6.7 3.5
Unity (player IL2CPP) 39.1 63.8 17.2
.NET 6.0 91.5 53.0 40.9
.NET Core 2.0 86.1 53.0 23.6
Mono --llvm 35.1 22.0
Mono 23.6 3.6 6.1

More detailed specs of the machines above are:

  • Ryzen 5950: AMD Ryzen 5950X (3.4GHz, 16c/32t), Visual Studio 2022.
  • AMD TR1950: AMD ThreadRipper 1950X (3.4GHz, SMT disabled - 16c/16t), Visual Studio 2017.
  • MBP 2021: Apple MacBook Pro M1 Max (8+2 cores), Xcode 13.2.
  • MBP 2018: Apple MacBook Pro mid-2018 (Core i9 2.9GHz, 6c/12t).
  • MBA 2020: Apple MacBook Air 2020 (Core i7 1.2GHz, 4c/8t).
  • iPhone 11: A13 chip.
  • iPhone X: A11 chip.
  • iPhone SE: A9 chip.

Software versions:

  • Unity 2021.3.16. Burst 1.6.6 (safety checks off). C# testing in editor, Release mode.
  • Mono 6.12.

And on the GPU, via a compute shader in D3D11 or Metal depending on the platform:

GPU Perf
D3D11
GeForce RTX 3080Ti 3920
GeForce GTX 1080Ti 1854
Metal
MBP 2021 (M1 Max) 1065
MBP 2018 (Radeon Pro 560X) 246
MBA 2020 (Iris Plus) 201
iPhone 11 Pro (A13) 80
iPhone X (A11) 46
iPhone SE (A9) 20

A lot of stuff in the implementation is totally suboptimal or using the tech in a "wrong" way. I know it's just a simple toy, ok :)

Building

  • C++ projects:
    • Windows (Visual Studio 2017) in Cpp/Windows/ToyPathTracer.sln. DX11 Win32 app that displays result as a fullscreen CPU-updated or GPU-rendered texture. Pressing G toggles between GPU and CPU tracing, A toggles animation, P toggles progressive accumulation.
    • Mac/iOS (Xcode 10) in Cpp/Apple/ToyPathTracer.xcodeproj. Metal app that displays result as a fullscreen CPU-updated or GPU-rendered texture. Pressing G toggles between GPU and CPU tracing, A toggles animation, P toggles progressive accumulation. Should work on both Mac (Test Mac target) and iOS (Test iOS target).
    • WebAssembly in Cpp/Emscripten/build.sh. CPU, single threaded, no SIMD.
  • C# project in Cs/TestCs.sln. A command line app that renders some frames and dumps out final TGA screenshot at the end.
  • Unity project in Unity. I used Unity 2021.3.16.
Open Source Agenda is not affiliated with "ToyPathTracer" Project. README Source: aras-p/ToyPathTracer

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