<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Real-Time Rendering on Jar of Light</title><link>https://ali-rj.pages.dev/tags/real-time-rendering/</link><description>Recent content in Real-Time Rendering on Jar of Light</description><generator>Hugo -- 0.155.0</generator><language>en-us</language><lastBuildDate>Fri, 05 Sep 2025 05:21:43 +0330</lastBuildDate><atom:link href="https://ali-rj.pages.dev/tags/real-time-rendering/index.xml" rel="self" type="application/rss+xml"/><item><title>Gandom Rasterizer</title><link>https://ali-rj.pages.dev/posts/gandom-rasterizer/</link><pubDate>Fri, 05 Sep 2025 05:21:43 +0330</pubDate><guid>https://ali-rj.pages.dev/posts/gandom-rasterizer/</guid><description>&lt;p&gt;Gandom is a software rasterizer that mimics algorithms which are behind graphics APIs and even what are implemented physically on GPU dies.
In this project, I have implemented the processes used by graphics APIs
and GPUs to render and synthesize an image for display,
implemented entirely in code running on a CPU. For the performance issues
I leveraged SIMD instructions (AVX2) to improve its performance.
I implemented key algorithms of the graphics pipeline,
such as triangle clipping, back-face culling, and scanline rasterization.&lt;/p&gt;</description></item><item><title>Noora Ray Tracer</title><link>https://ali-rj.pages.dev/posts/noora-ray-tracer/</link><pubDate>Fri, 04 Apr 2025 15:40:08 +0330</pubDate><guid>https://ali-rj.pages.dev/posts/noora-ray-tracer/</guid><description>&lt;p&gt;Noora is a ray tracer began as a deep dive into the algorithms that bring virtual scenes to life. Starting with Peter Shirley&amp;rsquo;s accessible guides, I built a functional Monte Carlo path tracer—an offline renderer that simulates complex lighting effects like caustics and diffuse inter-reflection by tracing the path of light through a scene.&lt;/p&gt;
&lt;p&gt;Currently, it is an offline renderer capable of producing images with global illumination, soft shadows, and realistic materials, but I am developing a GPU-accelerated, real-time version to explore the performance and algorithmic trade-offs between offline and interactive rendering.&lt;/p&gt;</description></item></channel></rss>