I wanted to show my WIP CPU raytracer. I probably won't implement too many more features. I just want something that looks decent with a little GI and AO and a few dynamic lights and textures. The video is rendered at 160x90 and captured at 320x180. It runs around 20fps on one thread on an i3-6320. Not sure if that is slow or fast for what I have. I plan on making an attempt to add multi-threading. I can't use SIMD since this was made in Unity. At least I don't think there is support for it. I'm making it in Unity so making games is easier since I won't have to make a whole engine.
https://www.youtube.com/watch?v=iL8z04nZ0J8
EDIT: I'm gonna post all future updates here.
New video with improved frame-rate and overall better looking than the original.
Sorry about the image quality... YouTube took a dump on it. I had to forget the idea of using SIMD since using .Net 4.6 breaks the raycasting against complex mesh colliders. Still need to work on the aliasing.
Color absorb values seem off. I think ambient occlusion is show better here, but dark box edges are back. I just gotta send transform values to my filter to brighten them.
Better AO example: https://imgur.com/gNPIjNM
Unfortunately, I think the only way I'm gonna get this to run at higher resolutions with playable frame rates is by moving it to the GPU since I can't thread my trace code using Unity.
EDIT: 4/13/2018 - I'm wondering if I can use Embree to make a library that I can call from within Unity. Should be faster than Unity's ray-cast. Anyway here's a new vid with some bouncing balls. I only do GI/AO every other pixel now so they have a little reduced effect... also increased contrast. I'm now blurring the whole render which makes it a little fuzzy. if I don't, there's flickering around object edges when moving around. Video is at 160x88.
4/15/2018 - Using a small amount of help from the GPU I was able to make it higher resolution, but from the crap youtube compression it still looks low rez so here are some screens too..This was rendered at 1080p and captured at half that. Trying to figure out a solution for shadows fading out at distances larger than a few meters.
High Res AO Example-https://imgur.com/2nKISzW
High Res GI Example-https://imgur.com/1oe4BFd