@@ -24,16 +24,16 @@ This tutorial from [Scratchapixel](https://www.scratchapixel.com/lessons/3d-basi
Once you have implemented `Pathtracer::trace_pixel`, `Rect::Uniform::sample` and `Camera::generate_ray`, you should have a working camera.
You can visualize the result of the generated rays by checking the box for Logged rays under Visualize.
![logged_rays](new_results/log_rays.png)
**Tips:**
* Since it'll be hard to know if you camera rays are correct until you implement primitive intersection, we recommend debugging your camera rays by checking what your implementation of `Camera::generate_ray` does with rays at the center of the screen (0.5, 0.5) and at the corners of the image.
* The code can log the results of raytracing for visualization and debugging. To do so, simply call function `Pathtracer::log_ray` in your `Pathtracer::trace_pixel`. Function `Pathtracer::log_ray` takes in 3 arguments: the ray thay you want to log, a float that specifies the time/distance to log that ray up to, as well as the color. You don't need to worry about the color as it is being set to white by default.
After running the ray tracer, rays will be shown as lines in visualizer. Press v to switch to the visualizer, and use s to toggle showing rays. A yellow ray indicates that it intersected some primitive (which you will implement soon). Be sure to wait for rendering to complete so you see all rays while visualizing, a message is printed to standard output on completion.
You can visualize the result of the generated rays by checking the box for Logged rays under Visualize.
![logged_rays](new_results/log_rays.png)
**Extra credit ideas:**
* Modify the implementation of the camera to simulate a camera with a finite aperture (rather than a pinhole camera). This will allow your ray tracer to simulate the effect of defocus blur.