SRRT: Shaun's Real-time Ray-Tracer
You can find my new Home Page and SRRT at www.nirenstein.com font>
Note: This is NOT the SSRT homepage.
This is a real-time raytracer that I (Shaun Nirenstein) wrote several years ago (in 1999) as a fun project. I've made it publicaly available for anyone who is interested. It's got a whole lot of tricks and performance hacks in it. It's not very well written though - I had only one day in which to write it. So, no proper comments or documentation - take it as is. The scene is also hard-coded, and only planes, cuboids and spheres are supported (as per usual ;-) ). This was more of an "optimization rampage", as opposed to anything more generally useful or elegant. For my non-realtime path-tracer, see SSRT.
If I recall correctly, it uses some minimal MFC. Its "correctness" as far as ray tracing goes, is dubious at best, but it does support direct lighting, shadows from point sources and perfect specular reflection. Adaptive sampling is used at a larger than pixel level, and the way the colours are composed are somewhat suspect. One nice little feature is that the frames/sec are logged into a .log file. Check it out, and compare with your friends. ;-) I get 44 frames per second on my P4 3.0Ghz.
The executable and source code can be downloaded here. It's 370KB.
Here's a screen shot: