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  Ray Tracer, Team The Ray Team
  =============================

  O hai, welcome to our very first Haskell Ray Tracer. In this file we will 
  explain how our ray tracer basically works and which features we have added
  on top of the Tier 3 Ray Tracer specs from the assignment.
  
  First of all we chose our name as we intended to make a great Ray Tracer in
  analogy of the great television series `The A - Team'.
  
  We started out with the idea that the program should be written in pure 
  Haskell in order to demonstrate the power of Haskell. However, after finishing
  our work we notice that we have used GHC Language extensions quite often, and
  almost always for the best.
  
  First of all, we have made it fairly easy to add any input format or output
  format you'd want in a later stage. This has been achieved by abstracting a 
  list of things, namely: 
  
    The World / Object description into our own Abstract World Description;
    
    Abstracting our basic shapes (spheres, cubes, planes, etc.) to type classes
    which makes it very easy to very locally define every function we need on
    the shapes. Including, but not limited to, the intersection and UV-mapping
    functions.
    
  In the end we didn't achieve to implement all the features we wanted, but some
  should be fairly trivial to add. The internal data structure can be changed
  to use KD-trees. And some form of bounding boxes should be trivial to add.
    

  Directory Structure
  ===================

  bin/        Scripts used by our buildserver (see bin/README)
  doc/        Some project reports
  src/        The actual ray tracer source
  www/        The website hosted at http://projects.spockz.nl/projects/afp2009/
    


  IRC
  ---

  Join #teamtherayteam on irc.freenode.net



  Bug Tracker
  -----------
 
  http://redmine.projects.spockz.nl/



  Haddock Documentation
  ---------------------

  http://projects.spockz.nl/projects/afp2009/doc/