Deciphering the Postcard Sized Raytracer
This time Andrew produced something a little bit more verbose but with a much more interesting visual result. Since I was done with my Game Engine Black Books about Wolf3D and DOOM, I had the time to take a deep look at the internals of his mysterious code. I rapidly found myself mesmerized by the techniques I discovered. They diverged drastically from Andrew’s previous work based on a “standard” raytracer. It was an interesting experience to learn about ray marching, constructive solid geometry functions, montecarlo/path tracing rendering, and the many tricks he used to pack everything within such a small area.
Previously: Business Card Raytracer.