← All projectsRendering pipeline · Semester project · 2025

Rendering Pipeline & Ray Tracing

A compact renderer developed in stages — from drawing primitives to a simple CPU ray tracer.

Scene dataprimitives · camera
Raster / ray stagedraw · trace
Frame outputpixels · image
INPUTOUTPUT
02rendering modes
C++semester implementation
CPUray-tracing path
Teamwith Ondřej Pelech
// rendering pipeline

A small renderer with a clear progression.

A semester project co-authored with Ondřej Pelech. The team first built the basic rendering path for shapes and geometric primitives, then extended the software with a simple ray-tracing mode and the supporting rendering pipeline.

The project is useful as a compact example of how a renderer grows: first establish a reliable path for geometry and primitives, then add a second mode that evaluates rays against the scene.

  • Worked on the staged renderer from primitive drawing to ray tracing
  • Contributed to the rendering pipeline and interactive application flow
  • Implemented and connected graphics features in a shared codebase
  • Co-authored the semester project with Ondřej Pelech
// pipeline stages

From primitives to a simple ray tracer.

01

Primitive pass

The first milestone was displaying basic shapes and primitives through a conventional rendering path.

02

Scene representation

Scene objects, camera data and geometric information form the shared input for the renderer.

03

Ray tracing mode

A simple CPU ray-tracing path was added after the primitive renderer, extending the same scene into a second image-making mode.

04

Interactive output

The application provides a compact environment for comparing the two approaches and inspecting the rendered result.

// rendered results

The pipeline, in four frames.

Selected output images from the semester renderer: primitive drawing first, followed by ray-traced geometry, reflections and a lit scene.

Simple renderer scene with geometric primitives
Primitive rendering pass — the first working stage of the project.
Ray-traced spheres in a reflective room
Ray tracing with reflective spheres and a lit environment.
Ray-traced reflective spheres in a mirrored scene
Recursive reflections and repeated geometry in the scene.
Ray-traced room with coloured lights and shadows
Lighting, shadows and material response in a simple room.
// same category

Shader work completes the picture.

The OpenGL shader project is an earlier, smaller reference for programmable graphics stages.

View OpenGL shaders →
Interested in graphics systems?

Let's build the pipeline behind the image.

Work with me →