Raytracing in rust Original C++ implementation: https://raytracing.github.io/books/RayTracingInOneWeekend.html Building cd raylib; cargo build; cd ../03.3; cargo build 03.3 Color Utility Functions 04.2 Sending Rays Into the Scene 05.2 Creating Our First Raytraced Image 06.1 Shading with Surface Normals 06.2 Simplifying the Ray-Sphere Intersection Code 06.7 Common constants and Utility Functions 07.2 Generating Pixels with Multiple Samples 08.2 Limiting the Number of Child Rays 08.3 Using Gamma Correction for Accurate Color Intensity 08.4 Fixing Shadow Acne 08.5 True Lambertian Reflection 08.6 An Alternative Diffuse Formulation 09.5 A Scene with Metal Spheres 09.6 Fuzzy Reflection 10.2 Snell's Law 10.3 Total Internal Reflection 10.4 Schlick Approximation 10.5 Modeling a Hollow Glass Sphere 11.1 Camera Viewing Geometry 11.2 Positioning and Orienting the Camera 12.2 A Thin Lens Approximation 13.1 A Final Render