Overview
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This lesson explains the mathematics and implementation of ray casting and sphere intersections in a ray tracer. It visualizes rays, hit points, normals, and lighting, then discusses normalization and optimization.
Syllabus
- Intro
- Setup in Hazel
- Casting rays
- Visualizing ray direction
- Visualizing sphere intersection
- Calculating and visualizing sphere hit coordinates
- Calculating normals
- Lighting
- Visualizing rays and hit points
- Only evaluating one solution
- The effect of normalisation
- To normalize or not to normalise
- Some notes about optimization
Taught by
The Cherno