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Adding more geometric primitives to our "Simple Ray Tracer"

Adding more primitives and learning about the dreaded ray tracing "acne" caused by finite precision issues with computing ray-shape intersections. All rendering in the above movie is done in CUDA on a Titan V. Unfortunately the youtube compression algorithm is a lit harsh for the above movie.

A lot of useful material is available online:

1. great tutorial: https://www.scratchapixel.com

2. useful list of common raytracing mistakes: https://geekshavefeelings.com/posts/mistakes-to-make-on-a-raytracer

3. finding the intersection of a ray and a cone: http://lousodrome.net/blog/light/2017/01/03/intersection-of-a-ray-and-a-cone/