A CPU-based C++ path tracer capable of physically-based rendering, texture mapping, and scene loading, used to generate a 4K animated sequence.
Solo project

As part of a university coursework, I developed a ray tracing engine in C++ to simulate physically-based light transport and generate photorealistic images. The goal was to implement a full rendering pipeline on the CPU, including scene parsing, material handling, and recursive light transport via path tracing. Beyond the core requirements, I extended the system to support texture mapping and animation rendering, culminating in the production of a 60-second 4K sequence. This project achieved the highest mark in the class and inspired further exploration into high-performance rendering, leading to the development of my later GPU-based engine, Arche.