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strahl0's Introduction

strahl0

A raytracer designed after Peter Shirleys Raytracer in a Weekend.

Notes Book 1

This raytracer differs from the one in the book in some ways. I use C++11 in the makefile, and in the stochastics.hpp header, really everything else is just plain boring C++98.

  • The dielectric material has fixes and A LOT of comments to describe the code and why it looks like it does.
  • the quadratic equation for the sphere is a bit different, mostly in aesthetics: x^2 + px + q is the form I prefer.
  • My vec3 is templated.
  • Metal has a refractive index-field, for cheapo grazing angle color effects.
  • There's a plane class (there is one in the second book I think).
  • stochastics.hpp substitutes drand48 in the book for a C++11 std object.
  • hitable_list uses a std::vector.
  • I use a more accurate gamma_correct for SRGB, but I really should use the one that avoids problem close to 0.
  • Some fields and variables have different names here and there.

Note that the DOF chapter (the last) is not implemented.

Notes Book 2

  • No motion blur support although the interfaces are there.
  • color is used in most places where a color is expected as a result, color is just typedefed to vec3 though.
  • xy_rect etc. all substituted with a single templated aa_rectangle class, for example: aa_rectangle<X_AXIS, Y_AXIS>. This uses C++11 features to work out the complement set of {axis1, axis2}.
  • Image textures are implemented, but not noise textures.
  • bvh_node class is a bit different, builds a bvh from a hitable list in a static function instead.
  • Volumes and instances not implemented

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