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A Rust Ray Tracer (Version 1)

This is just a really simple ray tracer that I'm writing for myself to learn about the mathematics and ideas behind ray tracers.

API Documentation

Follow the Rust API Guidelines.

Sections

  • Safety
  • Examples
  • Panics
  • Return(s)
  • Units and dimensional analysis
  • Definitions

Crate large scale documents

My ideas

  • Moving vs. copying
  • Definitions
  • Using types to prevent bad uses (e.g. irradiance vs radiance, normals vs vectors)

Precision

f32 vs f64 use

I have ended up binding myself to using of f32 and other types such as u16 to the Dimension type.

Precision issues

Lessons Learned

  • Use templates instead of f32
  • Use copy for cheap types, rather than pass by references.
  • Start bench marking early.
  • Should I have used ray bounds? PBRT uses them, but I haven't had a use for them yet.
  • Prefer to hide types, unless they're immediately needed elsewhere.
  • I feel like I should have shared work between the Vector and Point types. (using custom derive or something?)
  • Haven't gotten to make/use "tensors" yet.
  • It is hard to learn a language which is evolving, and stay up to date, while writing software.
  • Learn memory management conventions before working in a language (e.g. Rc, vs Box, etc.)

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