# Category: Basic Raytracing

Archive for articles about raytracing algorithms such as: simple lighting, shadows, importance sampling, fractal raytracing, etc.

## Raytracing around the web

There’s loads of articles on the web about building raytracers so I thought I’d bring together some links to the ones that I’ve found most interesting and useful. A raytracer in C++ First off...

## Transformations

To get the most out of this article you’ll need to be familiar with the basics of matrix and vector mathematics. If you’re not, try going over this post that introduces the basics. Today...

## Vector / Matrix

Vector/Matrix maths is at the heart of most of what we do in a raytracer. An understanding of these basic types is key to building 3d graphics applications. Although at first glance these structures...

## Depth of Field

So far I’ve discussed some very simple approaches to raytracing which will give you some nice hobby images from a raytracer. This article is where we’re going to start getting into photorealism. And by...

## Floating point framebuffer

I’ll warn you now. If you don’t know the difference between an integer and a floating point number then this article is going to be pretty tough to follow. In a nutshell integers are...

## Reflections

So there’s quite a lot that I haven’t got round to discussing yet including some of the very basic things that take a raytracer from a lone billiard ball simulator to a system capable...

## Simple lighting

In the last post I talked about the basic principles that allow you to put a raytracer together and I showed the first image that most people get to when building their own. i.e....

## Introduction

I first started writing raytracers in 1999 when a friend and me spent a week cobbling together a basic raytracer in C++. The code is still around somewhere, but I looked at it a...