Physically Based Rendering Raytracer
Work-in-progress reimplementation of the raytracer described in the book Physically Based Rendering (Pharr, Jakob, Humphreys). Originally described in C++, remade in Rust, with some significant redesigns to better fit Rust conventions (e.g. less inheritance), and some personal opinion. Long term personal project for learning Rust and PBR.
Since it's a learning project, the goal is to eventually implement from scratch many of the low level internals like math structures, memory management, maybe concurrency, to replace and compare with existing crates. I started with the basic math library (Vec3, Transform, etc.)...which was probably one of the hardest to start with when it came to implementation design.

Produced with my implementation. A few details: Simple path tracing integrator (max depth 5), independent sampler, Gaussian reconstruction filter, 400px × 400px, 256 samples/pixel