This is simple CPU implementation of a ray tracer in Rust. The goal is mainly for me to learn the basic Rust programming concepts. The shader features currently implemented:
- Lambert shading
- Single reflection
Implemented primitives are: spheres and infinite planes. Light sources are point lights for now. The number of objects in the scene are provided at compile time at the moment.
- N-depth reflections
- Anti-aliasing
- Specular reflections
- Emission material
- Camera movement
- Different lights: spots, sun, HDRI