How azmine-1/my-ray-tracer works
This is a small C++ ray-tracing renderer. The checked-in main program constructs primary rays and writes PPM-formatted output, but its current pixel loop writes pixel positions as colors and does not call its gradient helper. The separate camera implementation contains the documented sampling, intersection, and material-scattering workflow; the excerpts do not show it being invoked by main. README capabilities are represented, while unsupported connections between the two paths are omitted.
Main entry points: camera.h Camera Renderer · main.cc Program Entry · ray.h Ray · color.h Color Output
Components 12
Rendering
- Program Entry
main.cc - Camera Renderer
camera.h - PPM Output
Scene Geometry
- Object Collection
hittable_list.h - Hit Interface
hittable.h - Sphere Intersection
sphere.h - Surface Materials
material.h
Ray and Color Core
- Ray
ray.h - Vector Math
vec3.h - Color Output
color.h - Ray Interval
interval.h
Other components
- User
Connections 14
- User → Program Entry: runs
README.md - Program Entry → Ray: constructs
main.cc - Program Entry → Color Output: writes
main.cc - Color Output → Vector Math: uses
color.h - Ray → Vector Math: uses
ray.h - Program Entry → PPM Output: emits
main.cc - Camera Renderer → Ray: generates
camera.h - Camera Renderer → Object Collection: queries
camera.h - Camera Renderer → Surface Materials: scatters through
camera.h - Camera Renderer → Color Output: writes samples
camera.h - Camera Renderer → Ray Interval: bounds hits
camera.h - Object Collection → Hit Interface: dispatches hits
hittable_list.h - Sphere Intersection → Hit Interface: implements
sphere.h - Surface Materials → Ray: scatters rays
material.h