5 years ago I was 17 and learning to code C/C++ in a coding bootcamp (42). One of the projects was a simple C ray tracer. I really enjoyed working on the project and always loved computer graphics, so I decided to create my own path tracer from scratch, in C++, without using any third-party libraries.
I ended up working on it consistently for over a year, then sporadically when CG excitement hit me again. Recently I polished it and completed some unfinished features and decided to make it public, finally. It's a C++20 Path Tracer with a CPU renderer. It is able to render good-looking images with reasonable performance and sample count.
Btw this was initially coded without AI, but I've used it for the recent clean up and features. This project is a personal favorite of mine, and it can improve a lot, so I'd love to hear your feedback.
ttoinou•Jun 15, 2026
Congrats ! Results look stunning
shinycode•Jun 15, 2026
Congrats on doing 42 and to have worked and shared your project, very nice results !
hresvelgr•Jun 15, 2026
Great work, the examples look fantastic. I will say, it's misleading to put "without AI" in the title for you to then comment on your submission that you have in fact used it. While it may only be in a trivial capacity, you've still used it.
martiano•Jun 15, 2026
I get your point. I consider it fair with the disclaimer because the "manual" version was very similar to current but missing some love
almostjazz•Jun 15, 2026
Maybe you could set your manual version as the main branch and then have a separate AI-cleaned branch on the side? I think the manual version part is what is exciting people and drawing them in. Even if it is worse or doesn't work!
pixelesque•Jun 15, 2026
JFYI: Your inverse ray direction calculation is not NaN-safe: if rays are completely axis-parallel in one dimension, so the direction value is 0.0 for that axis, you'll be doing the val / 0.0 which results in a NaN...
Also, as you're using full double/f64-precision all the time, you're leaving a fair bit of performance on the table: transcendentals (sin(), cos(), etc) in particular - can be a lot slower than when using f32, and generally double precision can be special-cased to particular areas of the renderer that need it (curve, sphere intersection, and some situations where volume scattering produces very small distances).
deliveryboyman•Jun 15, 2026
What's the proper way to handle a zero in the direction vector when calculating the reciprocal direction? Should it evaluate to infinity?
pixelesque•Jun 15, 2026
Inverse is still 0.0 technically, but yes, there is a trick you can use with Inf and SIMD to mask them out, so Inf is sometimes used.
However, I'd just condition it for the moment.
so:
invDirX = dirX != 0.0 ? 1.0 / dirX : 0.0;
etc, etc for each dimension.
Obviously doing the != 0.0 comparison is not great, as it suffers from potential issues again (especially if you have denormals), but you can generally get away with it I've found in most cases.
adrian17•Jun 15, 2026
> Also, as you're using full double/f64-precision all the time, you're leaving a fair bit of performance on the table
There's another issue that popped up on my quick naive profiling run: std::shared_ptr<Material> in the HitRecord/HittableLightSample is assigned/copied and destroyed a lot, and somehow these refcount operations show up as half of all samples on my profile (presumably because even if there's no hit and the pointer stays nullptr, the smart pointer still must check if there's anything to deallocate).
pixelesque•Jun 15, 2026
Yeah, passing std::shared_ptr by value in a multi-threaded setup can have a lot over overhead due to them being copied and destroyed a lot, and the fact that the atomic ref count value modifications effectively cause a write back to cache and can cause contention.
Should pass them by const refs really to avoid this.
cyber_kinetist•Jun 15, 2026
Or for a better alternative, just use plain old indices rather than shared pointers.
The scene is only going to be loaded / unloaded all at once, you can just load the data into contiguous arrays and index from them. No need to use shared_ptr since lifetimes aren't that complex.
pixelesque•Jun 15, 2026
Or just raw pointers, indeed.
std::shared_ptrs can also (because they're implicitly for sharing) alias, so the compiler has to assume the worst and emit loads in other cases, and there's no way (unless a newer C++ version has introduced it and I haven't noticed?) to use '__restrict__' with shared ptrs.
pjmlp•Jun 15, 2026
Congratulations on achieving it.
smartmic•Jun 15, 2026
> Btw this was initially coded without AI, but I've used it for the recent clean up and features
Then it makes sense to update the submission title. To me it reads as if the project was written completely without the help of AI (which might be a quality badge to some), but it is not 100% true then.
Anyhow, cool project ;)
martiano•Jun 15, 2026
Thanks! I get your point about AI, but I think it's fair to say it's almost 100% AI free. I worked on it for ~15 months, vs 1 week now with AI. Previous results were quite similar
gspr•Jun 15, 2026
> think it's fair to say it's almost 100% AI free.
So write "almost without AI" in the title, then!
mywittyname•Jun 15, 2026
> 1 week now with AI
1 week is enough to build out a full-featured application with AI if you know what you're doing and are using proper tooling.
You may want to use a better metric to quantify what AI tooling did in the project.
applfanboysbgon•Jun 15, 2026
I am interested in hand-crafted software, and it feels deceptive when you put "no AI" in the title only to reveal there was. If you try to minimise its impact after, one wonders, if the impact was so minimal, why it was necessary. If you worked on it for 15 months without generated code, vs. 1 week with, why not finish the job? What was the purpose of introducing generated code in the last week, and could you not have taken a little more time to do it by hand given you already invested so much time into it?
socalgal2•Jun 15, 2026
My experience is 1 week of AI can = a year of by hand development.
manoji•Jun 15, 2026
Hey ! Great work , I wanted to try something like this as well to begin my journey into games and computer graphics . I would love to know what resources you used to learn.
martiano•Jun 15, 2026
The greatest resource I've found on the internet is the Ray Tracing in One Weekend series. (https://raytracing.github.io/) You can start there and go pretty far. Also you can mix random papers you'll find and eventually just testing and experimenting yourself.
MyHonestOpinon•Jun 15, 2026
Amazing. What happened with your professional career ? Did this exercise help you out professionally ?
One of my worries about AI is that doing these deep dives are a lot harder to justify.
martiano•Jun 15, 2026
I just launched the project, so can't say it helped me professionally yet.
Almost all of the time invested in this was pre-AI. I agree it's harder to justify those deep dives but still worth it if you do it alongside AI IMO.
MyHonestOpinon•Jun 15, 2026
Even if the project didn't become popular. Have you been able to use it as part of your portfolio to get a job, or move into academia ? Perhaps what you learned in the project was useful in some other way ?
I just flagged this post. With AI i can write in 1 day, so what is the point here....?
eleventen•Jun 15, 2026
A C++ ray tracer from scratch was the course project for my computer graphics class in 2016. I enjoyed the exercise immensely. Not nearly as robust as yours of course.
Quarrel•Jun 15, 2026
I basically was ready to come on and make a snarky comment like this. "I wrote one in the '90s!".
and then I saw the examples, and the feature set. I particularly like the blender-to-Luz export.
It seems great. Good luck to OP.
Phelinofist•Jun 15, 2026
"Without AI" is the new "Written in Rust", SCNR
itsthecourier•Jun 15, 2026
for the love of the game, very refreshing good ol' coding
ssenssei•Jun 15, 2026
_" Btw this was initially coded without AI, but I've used it for the recent clean up and features. "_
???
ezekg•Jun 15, 2026
Wow, I also wrote a game 8 years ago and have been using AI to rebuild upon it. I'm excited to tell people that I wrote it from scratch without AI! Love these new rules!
rameerez•Jun 15, 2026
Look at the commit history.
Out of 557 total commits in the repo, 510 have been done before the past 2 weeks. All those (minus 5 in 2023-2024) have been done on or before July 2022, months before ChatGPT had even launched.
Out of the 47 commits in the last 2 weeks, 26 were README updates / CI / docs. The remaining 21 commits are clearly cleanups, speedups, bugfixes, and tangential features like Blender import/export. Which leaves us with 505/557 commits (90%) if we're not generous --or 531/557 commits (95%) in the best case-- of non-AI commits to the repo.
OP clearly wrote most of the project by hand and has just been cleaning things up for public release the last couple weeks. Exactly as he disclosed in his comment.
ezekg•Jun 15, 2026
I also wrote a huge chunk of my game by hand 8 years ago, but I wouldn't lead with 'it's built without AI' now because that would be disingenuous.
hardex•Jun 15, 2026
It all boils down to what each of you individually understands as "made with AI", which could be anything between using autocompletions and braindead vibecode.
Gud•Jun 15, 2026
So… it has been written with AI?
wavemode•Jun 15, 2026
To be fair, the title is "I wrote a C++ ray tracer from scratch without AI", not "This C++ ray tracer, right now, contains no AI-written code"
It sounds to me like there is some point in this project's history when both of the following were true:
1) It was a C++ raytracer
2) It was entirely human-written
So technically there is no lie here.
evilturnip•Jun 15, 2026
Ray tracing is one of those problems that is conceptually so simple, yet continues to take so much mindshare because of all the challenges to implementation.
which is effectively the bible, and has been for years (I wrote mine and moved into the VFX industry when the Second edition was still out! - I feel old now)
brianolson•Jun 15, 2026
yup. me too. once upon a time that was a 2 week assignment in graphics class in college
throwpoaster•Jun 15, 2026
Nice, I once built a ray tracer without using an SQL database.
deadbabe•Jun 15, 2026
I think these kind of projects fail to impress these days, with or without AI.
You need a second order effect, like “I did X using this thing I built Y”, where X is the actual impressive part and the Y is just an implementation detail. Maybe like that Roman Empire Names thing.
17 Comments
5 years ago I was 17 and learning to code C/C++ in a coding bootcamp (42). One of the projects was a simple C ray tracer. I really enjoyed working on the project and always loved computer graphics, so I decided to create my own path tracer from scratch, in C++, without using any third-party libraries.
I ended up working on it consistently for over a year, then sporadically when CG excitement hit me again. Recently I polished it and completed some unfinished features and decided to make it public, finally. It's a C++20 Path Tracer with a CPU renderer. It is able to render good-looking images with reasonable performance and sample count.
Btw this was initially coded without AI, but I've used it for the recent clean up and features. This project is a personal favorite of mine, and it can improve a lot, so I'd love to hear your feedback.
Also, as you're using full double/f64-precision all the time, you're leaving a fair bit of performance on the table: transcendentals (sin(), cos(), etc) in particular - can be a lot slower than when using f32, and generally double precision can be special-cased to particular areas of the renderer that need it (curve, sphere intersection, and some situations where volume scattering produces very small distances).
However, I'd just condition it for the moment.
so:
invDirX = dirX != 0.0 ? 1.0 / dirX : 0.0; etc, etc for each dimension.
Obviously doing the != 0.0 comparison is not great, as it suffers from potential issues again (especially if you have denormals), but you can generally get away with it I've found in most cases.
There's another issue that popped up on my quick naive profiling run: std::shared_ptr<Material> in the HitRecord/HittableLightSample is assigned/copied and destroyed a lot, and somehow these refcount operations show up as half of all samples on my profile (presumably because even if there's no hit and the pointer stays nullptr, the smart pointer still must check if there's anything to deallocate).
Should pass them by const refs really to avoid this.
The scene is only going to be loaded / unloaded all at once, you can just load the data into contiguous arrays and index from them. No need to use shared_ptr since lifetimes aren't that complex.
std::shared_ptrs can also (because they're implicitly for sharing) alias, so the compiler has to assume the worst and emit loads in other cases, and there's no way (unless a newer C++ version has introduced it and I haven't noticed?) to use '__restrict__' with shared ptrs.
Then it makes sense to update the submission title. To me it reads as if the project was written completely without the help of AI (which might be a quality badge to some), but it is not 100% true then.
Anyhow, cool project ;)
So write "almost without AI" in the title, then!
1 week is enough to build out a full-featured application with AI if you know what you're doing and are using proper tooling.
You may want to use a better metric to quantify what AI tooling did in the project.
One of my worries about AI is that doing these deep dives are a lot harder to justify.
Now this is how you catch attention
and then I saw the examples, and the feature set. I particularly like the blender-to-Luz export.
It seems great. Good luck to OP.
???
Out of 557 total commits in the repo, 510 have been done before the past 2 weeks. All those (minus 5 in 2023-2024) have been done on or before July 2022, months before ChatGPT had even launched.
Out of the 47 commits in the last 2 weeks, 26 were README updates / CI / docs. The remaining 21 commits are clearly cleanups, speedups, bugfixes, and tangential features like Blender import/export. Which leaves us with 505/557 commits (90%) if we're not generous --or 531/557 commits (95%) in the best case-- of non-AI commits to the repo.
OP clearly wrote most of the project by hand and has just been cleaning things up for public release the last couple weeks. Exactly as he disclosed in his comment.
It sounds to me like there is some point in this project's history when both of the following were true:
1) It was a C++ raytracer
2) It was entirely human-written
So technically there is no lie here.
Very fun! Packing data for GPU-side BVH was quite tricky.
I think many people go through the very popular https://raytracing.github.io/
There was a big influx of this when Sebastian Lague did his video series on building a ray tracer.
https://www.pbrt.org/
which is effectively the bible, and has been for years (I wrote mine and moved into the VFX industry when the Second edition was still out! - I feel old now)
You need a second order effect, like “I did X using this thing I built Y”, where X is the actual impressive part and the Y is just an implementation detail. Maybe like that Roman Empire Names thing.