Show HN: I wrote a C++ ray tracer from scratch without AI
摘要
Luz 是一个从零实现的 C++20 路径追踪器,具有零第三方依赖的特点。它支持蒙特卡洛路径追踪、全局光照、BVH 加速、自适应采样以及 NFOR 风格的特征缓冲降噪。功能涵盖大气散射、多种材质与光源、确定性基准测试,并配套了 Blender 导出插件和自定义场景文件格式,支持 macOS、Linux 和 Windows 平台。
荐读理由
Luz C++20 纯路径追踪器支持 Monte Carlo 全局光照 + BVH 加速 + 自适应采样 + NFOR 风格去噪 + 大气散射 + CLI 可定制参数,场景文件格式与 Blender 导出器让自定义场景构建更快,核心概念可直接迁移到独立 AI 工程项目中
原文
Luz
Luz is a C++20 Path Tracer developed from scratch with zero third-party dependencies.
It supports Monte Carlo path tracing, global illumination, BVH acceleration, adaptive sampling, denoising, atmospheric scattering, custom scene files, and a Blender-to-Luz exporter.
luz-render-vs-clay-model.mp4
Features
Monte Carlo path tracing
Global illumination
Multithreaded CPU rendering
Adaptive sampling
Denoiser (NFOR-style)
Spheres, planes, rectangles, triangles, cubes, volumes, and OBJ meshes
Lambertian, metal, dielectric, emissive, and isotropic materials
Area, point, sphere and directional lights
Custom
.luzscene files.blend to .luz converter
Fully customizable render parameters via CLI or scene file
Importance sampling with PDFs
BVH acceleration, including packed mesh BVHs with binned SAH construction and near-first traversal
Atmospheric simulation w/ scattering
Depth of field, antialiasing, exposure, contrast, tone mapping, gamma correction, and bloom
BMP and TIFF output
Deterministic benchmark harness with render, denoise, post-process, and score breakdowns
Requirements
C++20 compiler
Make or CMake 3.16+
Python 3, only for optional tools/scripts
Quick Start
Build with the Makefile:
make
Render a bundled example scene:
./Luz --file examples/scenes/blender_monkey.luz --samples 50 --resolution 300x300
The default output is render.bmp. Scene files can set outputfilename=..., and the CLI can override common render settings.
Run the test suite:
make test
Benchmarking
Luz includes deterministic benchmarks for render, denoise, post-process, and overall score comparisons.
make benchmark BENCH_CPUS=1 BENCH_THREADS=1 > before.csv
make benchmark BENCH_CPUS=1 BENCH_THREADS=1 > after.csv
make benchmark-compare BEFORE=before.csv AFTER=after.csv
For details, see docs/benchmarks.md.
CMake
A CMake build is also available:
cmake -S . -B build
cmake --build build
ctest --test-dir build
Platform Support
Supported platforms:
macOS
Linux
Windows
On macOS and Linux, the Makefile is the primary path. On Windows, use CMake with MSVC or the MinGW-based Makefile target:
make windows
WSL is also supported as a Linux build environment.
Build Optimizations
Release builds are tuned for the machine doing the build by default. The Makefile enables -O3, native CPU tuning with -march=native, and link-time optimization with -flto. It also enables a fast floating-point mode where the compiler/platform supports it. CMake uses the same release intent: -O3, native CPU tuning, and interprocedural optimization/LTO when supported.
These defaults produce faster local renders, but binaries built with -march=native may not run on older or different CPUs, and LTO can expose toolchain-specific linker issues. If you hit an illegal-instruction crash, linker error, or need a more portable binary, disable the aggressive options and rebuild from clean objects:
make clean
make NATIVE=0 LTO=0
For CMake builds, configure with the optimization toggles off:
cmake -S . -B build -DLUZ_NATIVE_OPTIMIZATIONS=OFF -DLUZ_ENABLE_LTO=OFF
cmake --build build --clean-first
CLI
Usage: ./Luz [options]
-f, --file PATH Load a .luz scene file
-r, --resolution WxH Override render resolution
-s, --samples N Override samples per pixel
--adaptive [true|false] Enable adaptive per-pixel sampling
--no-adaptive Disable adaptive sampling
--adaptive-min-samples N Minimum samples before adaptive stopping
--adaptive-threshold F Relative adaptive noise threshold
--adaptive-check-interval N Adaptive convergence check interval
-mlb, --maxLightBounces N Override maximum light bounces
--max-light-bounces N Alias for --maxLightBounces
-t, --threads N Render with N worker threads
--seed N Seed random sampling
--gamma true|false Toggle gamma correction
-tm, --tonemapping true|false Toggle tone mapping
--bloom true|false Toggle bloom
--exposure EV Exposure compensation in stops
--contrast F Display contrast multiplier
--denoise [true|false] Write a denoised companion render
--no-denoise Disable denoising
-o, --output PATH Override render output path
--denoise-output PATH Override denoised output path
--render-times Write renderTime.bmp
--benchmark Run the built-in benchmark scene
--benchmark-case NAME Benchmark case: default, many-objects, mesh-bvh, diffuse, postprocess, atmosphere, lights, emissive-geometry, primitives-materials, volumes, obj-mesh
Adaptive Sampling
--adaptive treats --samples as the maximum samples per pixel. Each pixel uses a progressive per-pixel sample sequence, renders at least --adaptive-min-samples, then periodically checks luminance and RGB confidence intervals. Very dark pixels use a conservative minimum before they can stop, so rare light contributions are less likely to be mistaken for converged black.
Lower thresholds keep more detail and cost more time. For final renders, start with a high max sample count and tune with values like:
./Luz --file exports/stormtroopers.luz --samples 4096 --adaptive --adaptive-min-samples 512 --adaptive-check-interval 64 --adaptive-threshold 0.005 --denoise
Denoising
--denoise enables Luz's NFOR-style feature-buffer denoiser and writes a separate companion image. By default, render.bmp becomes render_denoised.bmp; use --denoise-output PATH to choose the exact path.
The denoiser has no hard minimum resolution or sample count, but it needs enough signal to estimate useful color and feature statistics. One sample per pixel is mainly a stress test: there is no per-pixel variance estimate, so the denoised image can look almost unchanged or can smooth the wrong details. Use at least a few samples per pixel for previews, and prefer roughly 16+ samples per pixel when judging denoiser quality. Very low resolutions also make evaluation misleading because each local filter window covers too much of the image.
Scene Files
Example scenes live in examples/scenes/. Mesh assets live in assets/objects/. The scene-file format is documented in docs/scene-files.md.
Object paths in .luz files are resolved relative to the scene file first, then relative to the current working directory, then under assets/objects/. This means examples/scenes/blender_monkey.luz can reference ../../assets/objects/blender_monkey.obj and still run from the repository root.
OBJ meshes can also be offset and assigned a scene material:
obj=mesh.obj,(x,y,z),material[
metal=(0.8,0.8,0.8),0.1
]
Blender Exporter
Blender scenes can be exported through Blender's Python API:
"/Applications/Blender.app/Contents/MacOS/Blender" -b scene.blend --python tools/blender_export_luz.py -- --output exports/scene.luz
./Luz --file exports/scene.luz --threads 8
The exporter writes a .luz file plus OBJ meshes. Usage and current fidelity limits are documented in docs/blender-exporter.md.
Repository Layout
include/luz/ Public headers
src/core/ Math, geometry, materials, image, and sampling code
src/renderer/ Rendering implementation
src/scene/ Scene model and scene helpers
src/io/ Scene-file, OBJ, BMP, and TIFF loading/writing
src/cli/ Command-line entry point and flags
examples/scenes/ Example .luz scene files
assets/objects/ OBJ assets used by examples
docs/images/ Compressed showcase images
tools/ Export and utility scripts
tests/ Standard-library-only test program
docker/ Benchmark container
Showcase
Personal Note
Special thanks to the Ray Tracing in One Weekend book series. It was a great source of inspiration and information during a big part of the development of Luz, specially since those were times before AI.
Attribution
Stormtrooper Scene by @ScottGraham on BlendSwap.
Bust Statue by @geoffreymarchal on BlendSwap.
License
MIT. See LICENSE.
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