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Rust Raytracer

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As part of my journey towards learning Rust, I decided it was time to sink my teeth into a medium-sized project. I had already gone through the official Rust book and parts of a few other resources, so I came in with a strong foundation. During college I took a Computer Graphics course that covered a lot of the necessary math, and several rendering techniques including ray tracing. I learned a lot, but was frustrated at the time by the requirement that everything be written in C++, so this seemed a natural challenge to tackle. The result is a simple raytracer that can handle sphere intersections and basic shading, with all the code open source and available on GitHub. Everything is written from scratch, including the image manipulation, and was created by following along with Fundamentals of Computer Graphics by Marschner and Shirley.