Raytracing, one dimension down

Left: a top-down scene with every ray drawn as it travels — hit point, normal, shadow ray, and the reflections that follow. Right: the strip of pixels those rays produced. The image is literally what the rays found.

ray path shadow ray reaches the light shadow ray blocked light surface normal

Drag the eye or the light. Hover a ray — or a pixel in the image — to print its whole path.

What to notice. Max bounces 0 is a rasterizer's worth of information: colour and direct light, nothing else. Each extra bounce doubles the drawing and shows you a mirror sphere reflecting a wall reflecting another sphere — the recursion is the feature. Then switch sampling: one ray per pixel gives a crisp but hard-edged image, jittered multi-sampling softens the shadow edges and antialiases the pixel boundaries, and at low sample counts you can watch Monte Carlo noise crawl. Four times the rays for half the grain.

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