Did you know that you can 3D shapes just by calculating the correct pixel intensiy?
In this project, I implement a Ray Tracing algorithm to render sphere ^_^
Buut what is you want a really smooth sphere? That's a looooot of pixels and that's a
loooot of math.. If your patience is running out, you are in luck!
In this project
I outline how Ray Tracing algorithms compare across serial, parallel, and Cuda implementations.
And across different CUDA GPUs nonetheless >:)
Sphere rendering on NVIDIA’s V100 GPU on a 1000x1000 pixel grid vs. 100x100 pixel grid.