Ray Tracing in One Weekend - OpenGL Compute
 
 Executable Below!            As an exercise for learning ray tracing I have implemented most of Ray       Tracing in One Weekend, one of the most beloved ray tracing introduction       books, in an OpenGL compute shader. The idea is to create an application       that shoots multiple rays per pixel and checks for intersections with       spheres. This way we procedurally generate a frame, avoiding traditional       triangle rendering. I have built up quite a nice C++ framework over time for creating new OpenGL applications, loading shaders etc. so I could       focus on the actual GLSL ray tracing program and only need a bit of C++ for       dynamically adding, removing and altering the rendered objects.            Rasterization Traditional rendering is called rasterization: It is the process of taking vertices (points in 3D space, called 'vectors' in math) that make up a triangle and converting it to monitor     pixels. We take the triangle and project it flat onto the scree...