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Ray Tracing in One Weekend

raytracing.github.io · 18,543 words · saved by 6 readers

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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