SphereAO
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Over the last two days, I’ve written an extremely simple ray-tracer in C#, just as a proof of concept that this can be done in less than two hours, even without preparation. See attached screenshot… In comparison, writing a simple ray/sphere intersection routine in HLSL took roughly 10 minutes, including phong lightning on the hit-point and binding the light to a FX Composer external light source, plus the performance was much more impressive :)