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simondanisch 7 hours ago

I've done lots of manually refactoring of the initial Prototype in Trace.jl (by Anton Smirnov, who I think ported an earlier version of the pbrt book). This helped familiarizing myself with the math and infrastructure and the general problems a raytracer faces and lay the ground work for the general architecture and what to pay attention to for fast GPU execution. One key insight was, that its possible to not need to have an UberMaterial, but instead use a MultiTypeSet for storing different materials and lights, which allows fast and concretely typed iterations.

Then I found that pbrt moved away from the initial design and I used claude code to port large parts of the new C++ code to Julia. This lead to a pretty bad port and I had lots of back and forth to fix bugs, improve the GPU acceleration, make the code more concise and "Julian" and correct the AIs mistakes and bogus design decisions ;) This polish isn't really over yet, but it works well enough and is fast enough for a beta release!