Features:
- Blinn-Phong Model for diffuse, ambient, and specular lighting.
- Implemented Ray-Object intersection for Spheres, Rectangular Prisms, Ellipsoids, Cones, and any Quadric Surface.
I created a step-by-step explanation for the mathematics of ray-tracing with the example of a Sphere: Math-of-Ray-Tracing I applied the same technique to derive the other 3D shapes.
Future Steps:
- Getting the rays to bounce off multiple objects
- Implementing Refraction