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Writing a Raytracer in Rust - Part 1 - First Rays

ello! This is part one of a short series of posts on writing a simple raytracer in Rust. I’ve never written one of these before, so it should be a learning experience all around. So what is a raytracer anyway? The short version is it’s a computer program that traces the paths of simulated rays of light through a scene to produce high-quality 3D-rendered images. Despite that, it also happens to be the simplest way to render 3D images. Unfortunately, that comes at a cost in render time - raytracing an image takes much longer than the polygon-based rendering done by most game engines. This means that raytracing is typically used to produce beautiful still images or pre-rendered video (eg. Pixar’s RenderMan technology).”

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