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Ray-tracer challenge

This is my implementation of the book The Ray Tracer Challenge. Everything is developed in Rust 🦀.

  • Tuples, Points, and Vectors
  • Drawing on a Canvas
  • Matrices
  • Matrix Transformations
  • Ray-Sphere Intersections
  • Light and Shading
  • Making a Scene
  • Shadows
  • Planes
  • Patterns
  • Reflection and Refraction
  • Cubes
  • Cylinders
  • Groups
  • Triangles
  • Constructive Solid Geometry (CSG)
  • Next Steps

Some points of attention

  • The transformation matrices are pre-calculated for better efficiency
  • Added parallelization for faster rendering times
  • Tried to use types as much as possible (the book uses only Tuples, I used specific types for Points and Vectors)
  • Added BVH (Bounding Volume Hierarchy) for faster rendering.

Still a work in progress, and most of the code must be refactored.

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