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What is this?

This is an opinionated implementation of a physically based raytracer, based on "The PBR Book".

The architecture largely follows that in the book, with the following small departures:

  • I'm implementing this in a nonlinear order, tackling things that interest and excite me as I see fit
  • I've tried to remain true to idiomatic rust style, when appropriate
  • I've tried to choose variable and function names to be clearer

My main goals for this project:

  • Have fun working on areas of programming that I haven't been exposed to before!
    • I've done a lot in the web and distributed systems space, and very little in 3D graphics
  • Revel in the joy of working with the rust programming language!
    • My day job is in Java, and this serves as mild therapy for me :)
  • Create a log of my progress, and interesting bugs I've encountered.
    • If you're working on your own raytracer, my hope is that you can explore the commit history and learn something from my process.

Feel free to reach out to me on Twitter if you have any questions, I love explaining things.

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A rust raytracer following https://pbr-book.org for my own personal learning.

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