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Ray Tracing in Rust

This began as an implementation of the exercises in Ray Tracing in One Weekend in Rust, but I've added my own extensions.

STL models, cubes and K-d Trees

reading STL binary models, making cubes from triangles, using K-d Trees to accelerate ray-triangle interections within a mesh.

Two cubes and a mug

Ray Tracing in One Weekend renders

Chapter 13 final render - many spheres Chapter 11 final render - hollow glass, lambertian, and metal spheres with depth of field

Non exhaustive list of other RTIOW implementations:

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