A Ray Tracer from scratch in C++ & SDL2. Inspired from QuantitativeBytes
RT_QBRay_Ep01
RT_QBRay_Ep02 - CameraGeometry
RT_QBRay_Ep03 - RaySphereIntersection
RT_QBRay_Ep04 - Light
RT_QBRay_Ep05 - GeometricTransforms
RT_QBRay_Ep06 - PlanesAndShadows
RT_QBRay_Ep07 - SimpleMaterials
RT_QBRay_Ep08 - ConesAndCylinders
RT_QBRay_Ep09 - UVSpaceAndTextures
RT_QBRay_Ep09a - ImageTextures
RT_QBRay_Ep10 - RefractiveMaterials
RT_QBRay_Ep11 - FixingTheNormals
RT_QBRay_Ep12 - Boxes
RT_QBRay_Ep13 - RayTracingVsRayMarching
RT_QBRay_Ep14 - ProceduralTextures-Part1
RT_QBRay_Ep15 - ProceduralTextures-Part2_ValueNoise
RT_QBRay_Ep16 - ProceduralTextures-Part3_GradientNoise
RT_QBRay_Ep17 - NormalMaps-Part1
RT_QBRay_Ep18 - NormalMaps-Part2_TextureBased
RT_QBRay_Ep19 - NormalMaps-Part3_ImageBased
RT_QBRay_Ep21 - UVProjection
RT_QBRay_Ep22 - BoundingBoxesAndCompositeShapes
RT_QBRay_Ep23 - Performance
RT_QBRay_Ep24 - ProfilingAndDebugging
RT_QBRay_Ep25 - FasterLinearAlgebra
























