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This is an implementation of Peter Shirley's Ray Tracing In One Weekend written in c++. Much of the code is made of samples provided in that book. For more info on the book, check out the book's website here: https://raytracing.github.io/

Since completing the book, I have implemented many additional features including:

  • Drawing of triangles
  • Bounding volume hierachies
  • Multi-threading
  • Transformations on meshes
  • Loading of albedo textures from images

scene with many spheres and cubes

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