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Raytracing in rust

Original C++ implementation: https://raytracing.github.io/books/RayTracingInOneWeekend.html

Building

cd raylib; cargo build; cd ../03.3; cargo build

03.3 Color Utility Functions

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04.2 Sending Rays Into the Scene

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05.2 Creating Our First Raytraced Image

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06.1 Shading with Surface Normals

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06.2 Simplifying the Ray-Sphere Intersection Code

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06.7 Common constants and Utility Functions

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07.2 Generating Pixels with Multiple Samples

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08.2 Limiting the Number of Child Rays

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08.3 Using Gamma Correction for Accurate Color Intensity

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08.4 Fixing Shadow Acne

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08.5 True Lambertian Reflection

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08.6 An Alternative Diffuse Formulation

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09.5 A Scene with Metal Spheres

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09.6 Fuzzy Reflection

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10.2 Snell's Law

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10.3 Total Internal Reflection

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10.4 Schlick Approximation

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10.5 Modeling a Hollow Glass Sphere

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11.1 Camera Viewing Geometry

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11.2 Positioning and Orienting the Camera

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12.2 A Thin Lens Approximation

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13.1 A Final Render

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