Breakdown of a Simple Ray Tracer
This is pretty cool. I've written a couple of toy ray tracers, but always in a language that runs on a CPU, so it's interesting to see how you would do it on a GPU. And I noticed that this is from <i>the</i> Ken Perlin, which is cool - I'm mostly just used to seeing his name as the "Perlin" in Perlin noise.<p>There's one thing I'm curious about - does anyone know why he's taking the square root of the color to produce the final pixel color?