Graphics like Pixar using Swift
summary
Claims that a Pixar-like ray tracer is implemented from first principles in Swift and that it renders without no hardware or graphics APIs. Code shoots thousands of rays, solves an analytic quadratic intersection for spheres, computes normals and applies lambertian scattering, and produces round shaded spheres that match expectation. Slides and GitHub link show the actual Swift code, math, and rendered frames, so the build is real and the examples visibly work.
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chapters (9)
- 0:00Start
- 0:59Why ray trace in Swift?
- 1:32Line-sphere intersection
- 2:19We want to find
- 2:40What's a quadratic?
- 3:05Geometrically explained
- 3:26As a sphere and ray
- 4:28How does it look?
- 4:42With Lambertian material








