Ao resists the forces of darkness (pbrt meets Nim)
Table of contents Overview Notes on the book Coordinate system Vectors, Normals, Points Matrix inverse Ray-box intersection tests Notes on Nim Project structure Inlining Calling parent methods Managing circular dependencies Conclusion Further links of interest Overview I started reading the awesome Physically Based Rendering: From Theory to Implementation book a few weeks ago, which made me realise that it’s probably for the best if I rewrote my ray tracer from the ground up based on the ideas presented in the book.
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