Raytracing has always seemed like black magic to me. You write some code, and out comes a photorealistic image? It wasn’t until I built one myself that I understood the elegance of the algorithm.
What is Raytracing?
At its core, raytracing simulates how light travels. For each pixel in your image, you cast a ray into the scene and see what it hits. If it hits a reflective surface, you bounce the ray. If it hits a light source, you calculate the color.
Starting Simple
My first raytracer only handled:
- Spheres (easiest shape to intersect)
- Diffuse materials
- Single point light
- No shadows
Even with these constraints, the results were magical. Seeing a 3D sphere appear from math alone felt like conjuring something from nothing.
The Algorithm
for each pixel:
ray = camera.get_ray(pixel)
color = trace(ray)
image[pixel] = color
trace(ray):
if ray hits object at point:
normal = object.normal_at(point)
light_dir = normalize(light.pos - point)
// Diffuse lighting
intensity = max(0, dot(normal, light_dir))
return object.color * intensity
return background_color
Adding Features
Once the basics worked, I added:
- Reflections: Bounce rays off shiny surfaces
- Shadows: Check if light is blocked
- Multiple lights: Sum contributions
- Anti-aliasing: Multiple samples per pixel
Performance Reality Check
My Rust implementation renders a 800x600 image in about 30 seconds on a single thread. Compare that to real-time raytracing in modern games, and you appreciate how far hardware has come.
What’s Next?
I’m currently working on:
- Triangles and mesh loading
- Bounding volume hierarchies for faster intersection
- Multi-threading with Rayon
Graphics programming is a deep rabbit hole, and I’m just getting started.