Ray Tracing in One Weekend
1 Overview 2 Output an Image 2.1 The PPM Image Format 2.2 Creating an Image File 2.3 Adding a Progress Indicator 3 The vec3 Class 3.1 Variables and Methods 3.2 vec3 Utility Functions 3.3 Color Utility Functions 4 Rays, a Simple Camera, and Background 4.1 The ray Class 4.2 Sending Rays Into the Scene 5 Adding a Sphere 5.1 Ray-Sphere Intersection 5.2 Creating Our First Raytraced Image 6 Surface Normals and Multiple Objects 6.1 Shading with Surface Normals 6.2 Simplifying the Ray-Sphere Intersection Code 6.3 An Abstraction for Hittable Objects 6.4 Front Faces Versus Back Faces 6.5 A List of Hittable Objects 6.6 Some New C++ Features 6.7 Common Constants and Utility Functions 7 Antialiasing 7.1 Some Random Number Utilities 7.2 Generating Pixels with Multiple Samples 8 Diffuse Materials 8.1 A Simple Diffuse Material 8.2 Limiting the Number of Child Rays 8.3 Using Gamma Correction for Accurate Color In
**Ray Tracing in One Weekend** [Peter Shirley][], [Trevor David Black][], [Steve Hollasch][] Version 4.0.2, 2025-04-25 Copyright 2018-2024 Peter Shirley. All rights reserved. Overview ==================================================================================================== I’ve taught many graphics classes over the years. Often I do them in ray tracing, because you are forced to write all the code, but you can still get cool images with no API. I decided to adapt my course notes into a how-to, to get you to a cool program as quickly as possible. It will not be a full-featured ray tr
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