The total is still Many raytracers parse a "scene description file" to generate a model of the scene. Something of the nature of a texture class is suggested.
Shaders are routines that combine appearance, geometry and lighting data to generate the perceived colour of a surface. Other Objects You will also need structures to model rays two vectors, a point and a directionintersections position, and a pointer to the intersected primitive etc.
I was happy with how close it looked to the default scanline renderer in Max. Interpolating the surface normals uses math related to " barycentric coordinates "; I have some links about the topic at the end of the article.
The truth is, we are not.
More on that later. To put these in, you must write texturing and lighting functions. In practical terms, path tracing is sort of the opposite of ray tracing.
So you'll probably be spending a lot of time debugging now. The images below illustrate how the ambient occlusion pass helps show that objects are touching a surface and grounded in a scene. Wait a few seconds.