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Raycasting

Features:

  • Ambient, specular, and diffuse light

  • Spheres, planes

  • Multiple views

To Do:

  • more flexible checkerboard (checker size based on defining vectors)

  • finite planes (triangles, squares)

  • Optimize diffuse light (no need to look up at each bounce) fuzzy light hashing - right now light gets calculated many times for very similar intersections.

  • Optimize until realtime ascii rendering is possible

  • refactor to use origin, vector representations instead of rays, and factor out everything mathy

  • figure out proper way to add light - logarithmically, I imagine?

Not planning to impement at this time:

  • Color - light emitted from an object - color = green

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Python raycaster

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