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In Part I of this book, we studied raytracing extensively and developed a raytracer that could render our test scene with accurate lighting, material properties, shadows, and reflection using relatively simple algorithms and math. This simplicity comes at a cost: performance. While non-real-time performance is fine for certain applications, such as architectural visualization or visual effects for movies, it’s not enough for other applications, such as video games.

In this part of the book, we’ll explore an entirely different set of algorithms that favor performance over mathematical purity.

Our raytracer starts from the camera and explores ...

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