raytracing-weekend
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Simple path rendered written in modern C. Based on first book from https://github.com/RayTracing/raytracing.github.io
- [x] Triangle collision detection (barycentric coordinates?). - [x] Triangulated mesh support. - [x] Test UV mapping for triangles.
This is a big one. It would be cool to make the scene a separate entity that is not built into a source code. It's possible to come up with...
Need to come up with new naming for `hittables` as it doesn't seem entirely right for me. May have a look at [pbrt](https://github.com/mmp/pbrt-v3) and see how they call similar entities...
Glass is almost never completely transparent. Need to add Beer's Law absorbance approximation to dielectrics using [this approach](https://www.flipcode.com/archives/Raytracing_Topics_Techniques-Part_3_Refractions_and_Beers_Law.shtml).
Implement all the changes and features from [_Ray Tracing: The Rest of Your Life_](https://raytracing.github.io/books/RayTracingTheRestOfYourLife.html).