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Ray Tracing In One Weekend implemented in Rust as a learning exercise.

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An attempt to learn more complicated Rust topics by building a ray tracer following Ray Tracing in One Weekend. I'm slowly playing with and adding features beyond the first book in this series too (e.g. lights).

Warning: Some parts of the code are deliberately over-complicated / poor design. This is because I wanted to learn things like how to clone a vector of boxed traits or what the pros-and-cons of traits vs. an enum of structs for shared behaviour is. I have also pressed ahead with some details of the algorithm after skimming other sources, without working through the math myself. There are most likely bugs land mistakes lurking here.

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example render

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