Raxo is a work-in-progress real-time rasterizing software renderer with a highly flexible, full-precision floating-point pipeline. This means that it draws animated objects and scenes using software running on the CPU instead of with hardware on the graphics card.

Raxo is written in templated C++, and I am working on using just-in-time (JIT) compilation of assembly routines to accelerate rendering, by eliminating costly conditionals in inner loops.

GitHub project: http://github.com/GHF/Raxo (git source repository)

If you can animate a ball, you can render a wrench photorealistically at interactive rates (à la Dodgeball).

Raxo, currently in heavy development, is a continuation of my work for Stuyvesant’s ML6: Computer Graphics course, taught by Michael Zamansky. While I may later write games or demos with it, it is currently a way for me to fully explore both the “classical” and novel rendering techniques used by and developed by computer graphics researchers and game programmers. I will do so by implementing those techniques myself, in the most badass, impressive, mind-numbingly fast ways I can devise.


Implemented features

I really hate this sphere now. Its render screw-ups has become a blooper reel for my life.


Planned features

And beyond…

See my blog post on Raxo for an explanation for some of my choices in creating Raxo.


About Me

Personal logo. Copyright © 2010 Xo Wang. Hi, I troll engineer firmware, software, silkenware, and extra firmware at Google. I’m your friend from Stuy and Georgia Tech. Or you might know me from Apple, Invention Studio, Solid Angle, and Science Olympiad. You can find me in San Francisco on a motorcycle, exploding circuit boards.