The Six Hour Raytracer - A rapid implementation of "Ray Tracing In One Weekend"
Sections 1-5
2. Gradient
Basic red-green gradient fill
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4. Ray color
Constant of black
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4. Ray color
Determined by ray direction
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5. Basic sphere
Fixed colour sphere
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Sections 6-8
6. Sphere coloured
Colours based on normals
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6. Sphere coloured
Simplified hit test
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6. Sphere coloured
Collision via world data
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7. Camera object
New class
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8. Ray sampling
Set to 1
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8. Ray sampling
Set to 10
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Output
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Status
Ready
Stop Render
Download PPM
Control
Real-time update
Fix shadow acne
Apply gamma correction
Apply defocus
Scattering:
Off
Linear
Lambertian
Scattering depth:
Sampling count:
FOV:
Render
Reload with alternate canvas width:
60
100
400
600
1024
Sections 9-11
9. Scattering variations
Linear
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9. Scattering variations
Linear, with shadow acne fix
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9. Scattering variations
Lambertian
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9. Scattering variations
Lambertian, with gamma
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d
10. Three spheres
Metal and lambertian
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11. Three spheres
With dieletric material
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Sections 12-14
12. Positionable camera
Red/blue spheres
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12. Positionable camera
Three spheres
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12. Positionable camera
Three spheres, zoomed in
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13. Defocus blur
Three spheres
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14. The finale
Lots of spheres!
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14. The finale
With defocus
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