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Raytracing Geometries in 3D Rendering

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Ray–Surface Intersection

An interactive geometry primer

A ray tracer renders images by casting rays from a camera through every pixel and finding where each ray hits a surface. This tool explores the core mathematical question: how do you compute that intersection?

Choose a geometry — sphere, cylinder, or torus — and explore it across three lenses:

📐 Theory Derive the intersection polynomial step by step 🎮 Intuition Aim a ray interactively and watch the roots move 💻 Code Edit live GLSL — see the shader render in real time

Start exploring →