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Twinklebear
searching PlanetScale…
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31.
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Show HN: A toy ray tracer in Rust
(github.com)
77 points
by
Twinklebear
11y ago
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5 comments
32.
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Porting a Ray Tracer to Rust, Part 3: Path Tracing the Rust Logo
(willusher.io)
1 points
by
Twinklebear
11y ago
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0 comments
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Show HN: I rendered the Rust logo using Rust
(github.com)
3 points
by
Twinklebear
11y ago
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0 comments
34.
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by
Twinklebear
12y ago
It sounds like our instance types will end up being a bit different. Right now we don't need to send the hit instance back with the differential geometry since it doesn't tell us anything extra but later we'll attach differen
35.
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by
Twinklebear
12y ago
Right, the instances go into a scene level acceleration structure and for each triangle mesh we build an object level acceleration structure on the triangles. I was planning to do something like a BVH<T: Geometry> so then I don't
36.
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by
Twinklebear
12y ago
Author here, I'm not quite sure I follow. Would this then have the Sphere's and Instance's intersect implementations differ, one returning PreDifferentialGeometry and one returning DifferentialGeometry? I thought about changi