Built from the ground up, this exploration into ray tracing began from physics and math fundamentals. From line-plane intersections to barycentric coordinates to UV texture and normal mapping, this project helped me understand many of the core principles of computer graphics.
Ray tracing is notoriously slow as it is a very time complex algorithm. In order to improve the efficiency, I added many simple adjustments such as early return, Lambertian cosine, and Phong shading when possible.
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