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Realistic rendering involves the creation of visually realistic images through computer graphics techniques, commonly applied in fields such as film, video games, and computer-aided design. Recent advancements in modern computer architectures and graphics cards have propelled the rapid progress of ray-traced realistic rendering. Formerly confined to offline rendering, these algorithms are now gradually transitioning into real-time computing. While rendering times and processes for realistic rendering have become more straightforward and accessible, implementing rendering algorithms remains a challenge for beginners lacking coding experience. Generic graphics APIs like Vulkan and DirectX, though powerful, demand a significant investment of time for mastery. The implementation process further involves considerations of overall architectural design, algorithm selection, and future scalability. In addition to these challenges, industrial renderers, while offering mature rendering systems, often contain low-level implementations with software-specific APIs and magic numbers. These intricacies can cause confusion and make it nearly impossible for individual developers to extend the system. To overcome these obstacles, this paper aims to enhance accessibility for rendering enthusiasts by constructing a ray-traced realistic rendering engine based on OpenGL. The engine exhibits characteristics such as strong extensibility and ease of use. Furthermore, a clear and efficient CPU-GPU data transfer framework is designed.
Yu et al. (Mon,) studied this question.