Ray tracing is a powerful technique for rendering photorealistic images. In Swift, you can implement ray tracing by following these general steps:
Define the scene that you want to render, including its geometry and lighting.
Cast rays from the viewpoint of the camera through each pixel in the image plane.
For each ray, determine the closest intersection with an object in the scene.
Calculate the color of the closest intersected object at the intersection point, taking into account the lighting in the scene.
Assign the calculated color to the corresponding pixel in the image.
Here's an example Swift implementation of ray tracing that renders a simple scene consisting of a sphere and a plane:
main.swift3063 chars116 lines
This code creates a 16x9 image by casting rays through each pixel in the image plane, and outputs the resulting image as an ASCII art. The sphere and plane are defined as Intersectable
structs that implement the intersect
and normal
methods. The castRay
function casts a ray and calculates the color of the closest object that the ray intersects, taking into account the shading model. Finally, the main loop iterates over all the pixels in the image, casts a ray from the camera viewpoint through each pixel, and outputs the corresponding ASCII character depending on the color of the closest object.
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