Inspiration

I need to have a ray tracer going and need to understand how they work, especially since I need to be able to write a Monte Carlo based renderer, and implement my own Monte Carlo Based estimators and integrator solvers with custom sampling algorithms. I thought Unity would be a good base to start versus OpenGl, WebGL, or Direct3D, since I am more used to Unity. I should be able to simulate most of the things I want with it Unity since I can access the above graphic libraries if it's necessary.

What it does

Currently I did not get my ray tracer working fully, and am running into some errors. However, I have 3D models imported from Unity's built in assets, and was able to import molecules from ChemSpider and have them viewing in Unity very well.

How I built it

Challenges I ran into

-Wolfram Alpha API did not authenciate me so I couldnt use it -PubChem and ChemSpider API access was something I wasn't used to. -Deprecated API usage documentation

Accomplishments that I'm proud of

Actually getting a molecule imported into Unity and having it work (I can rotate it, and pinch and zoom on my phone)

What I learned

A team is very good to have.

What's next for Ariful's Unity Raytracer

Finish up the ray tracer, and try to see if I can make it real time. Implement SQLite database and load up a bunch of chemical models with their .mol or .json data, and have it load onto the scene.

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