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/