My implementation of the Ray Tracer Challenge with the focus on learning Rust and hardware acceleration.
Description:
- create a unit sphere at origin
- cast a ray originating from (0, 0, -5) at a 7 by 7 canvas at (x, y, 10)
- for each pixel, color the pixel red if the ray intersects the sphere; otherwise, color the pixel black
Description:
- take the previous demo
- set the material color of the sphere
- add a point light source
- for each pixel, if the ray hits the sphere, compute the lighting at the intersection; make the pixel black otherwise
Description:
- build a world with ball shapes in it
- add the lighting
- place the camera at a custom location
- render the scene using the camera properties
Description:
- add shadows to the world above
Description:
- remove the squashed spheres that simulate a room from the previous demo
- add the xz plane at origin
Description:
- add material patterns to the previous demo
Description:
- build a world with reflective walls and a ball inside
- build a world with a bunch of spheres including one transparent and slightly reflective
Description:
- build a world out of cubes