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🦀 fearless rust


Writing a Raytracer in Rust - Part 3 - Reflection and Refraction

Posted on by bheisler.github.io

Hello again, and welcome to the final part of my series on writing a raytracer in Rust (Part 1, Part 2). Previously we implemented a basic raytracer which could handle diffuse shading of planes and spheres with multiple objects and multiple lights. This time, we’ll add texturing, reflection and transparent objects. First, I’ve refactored the common parts of Sphere and Plane out to a separate structure. Since this post is all about handling more complex surface properties, we’ll need a structure to represent them and avoid duplication.