After fixing my ray/triangle intersection code, I’ve moved to working on the material system for my raytracer. I’m starting on the simple material first: Lambert shading with recursive raytracing for reflection.
For those who don’t know that much about raytracing, the Wikipedia article is surprisingly informative. The cool part is that the same code that you use to compute the normal scene just gets called recursively to create the reflection. It also makes physics class fun when you can readily see that just by applying the Law of Reflection, you can make cool effects. Next stop, Snell’s law!