I’ve taught many graphics classes over the years. Often I do them in ray tracing, because you are forced to write all the code, but you can still get cool images with no API. I decided to adapt my course notes into a how-to, to get you to a cool program as quickly as possible. It will not be a full-featured ray tracer, but it does have the indirect lighting which has made ray tracing a staple in movies. Follow these steps, and the architecture of the ray tracer you produce will be good for extending to a more extensive ray tracer if you get excited and want to pursue that. When somebody says “ray tracing” it could mean many things. What I am going to describe is technically a path tracer, and a fairly general one. While the code will be pretty simple (let the computer do the work! ) I think you’ll be very happy with the images you can make. I’ll take you through writing a ray tracer in the order I do it, along with some debugging tips. By the end, you will have a ray tracer that produces some great images. You should be able to do this in a weekend. If you take longer, don’t worry about it. I use C++ as the driving language, but you don’t need to. However, I suggest you do, because it’s fast, portable, and most production movie and video game renderers are written in C++. Note that I avoid most “modern features” of C++, but inheritance and operator overloading are too useful for ray tracers to pass on.