A higher dimensional raytracing prototype with non-euclidean-like features
A higher-dimensional "non-euclidean" ray tracing prototype written in Rust.
rustup default nightly
cargo build --release
target/release/euclider --scene scenes/3d_room.json
Esc] - exit
Control] - camera movement
I] - x axis
O] - Y axis
K] - Z axis
L] - W axis
E] - camera movement
A simple sphere displaying Fresnel equations.
A scene containing a room with several entities. Listed from left to right: * a blue sphere with a partially reflective surface; * a cuboid with an animated perlin noise surface; * a glass material in the shape of the complement set operation on a cube and a sphere; * an infinite cylinder passing through the ceiling and the floor
A non-euclidean 3D scene consisting of hallways that either stretch the space inside (left) or shrink it (right).
A frame of a 4D hypercube made of cylinders as edges. Notice how the rays on the cyan cylinder in the bottom right are reflected to the fourth dimension, revealing more of the frame.