RayTraced Highpoly Renderer Recommend viewing with TurboWarp: https://turbowarp.org/1287955754 Description This work demonstrates a rendering system where BVH (Bounding Volume Hierarchy) optimization has been pushed to the extreme. Try running it and rendering the scene! For developers: You can look inside the project code to see how it works. The lighting is calculated in the `getLighting` function. By setting the values returned in `return.r` (as well as `g` and `b`), you can determine the final color of each pixel. The function receives the hit position, normal, and color as its input arguments. Also, if you look slightly above that function in the code, you will find the `colorGrading` function. This allows you to apply gradients to the color after lighting, as well as adjust the appearance with effects such as contrast and gamma correction. Model: Splatoon2 Inkopolis Square https://models.spriters-resource.com/nintendo_switch/splatoon2/asset/315378/ @-Rex- and @Chrome_Cat for sort #all #3d #raytracer