Initial commit: business card raytracer with explanation

Preserves Andrew Kensler's original card.cc verbatim and adds:
- CMakeLists.txt building both the original and a de-obfuscated
  variant (card_explained.cc) that produces a visually identical render
- A heavily annotated rewrite explaining the vector ops, ray-sphere
  intersection, soft shadows, depth of field, and reflection recursion
- Rendered sample output (docs/aek.png) embedded in the README
- CLAUDE.md establishing the "never modify card.cc" rule for future work
This commit is contained in:
Ole-Morten Duesund 2026-05-28 13:47:50 +02:00
commit f8b7ff475c
7 changed files with 451 additions and 0 deletions

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# card-raytracer — project notes for Claude
This repo is a small study of Andrew Kensler's "business card raytracer".
The point of the project is **preservation + explanation**, not extension.
## The sacred rule
**`card.cc` must never be modified.** It is a historical artifact, ~1337
characters of obfuscated C++ that fits on a real business card. Any cleanup,
formatting, comment, or "fix" goes into `card_explained.cc` instead.
If a compiler warning or modern-C++ issue appears against `card.cc`, the
answer is always a CMake flag adjustment (e.g. silencing warnings), never
an edit to the source.
## Layout
| File | Role |
|---|---|
| `card.cc` | Original, golfed, untouched. Read-only by convention. |
| `card_explained.cc` | De-obfuscated rewrite with full names and comments. Same visual output. |
| `CMakeLists.txt` | Builds both binaries; provides `image` and `image_explained` render targets. |
| `docs/aek.png` | Published render used by the README. Regenerate after meaningful changes. |
| `README.md` | Human-facing description with the embedded render. |
## Build & render
```sh
cmake -S . -B build
cmake --build build # builds both binaries
cmake --build build --target image # → build/aek.ppm
cmake --build build --target image_explained # → build/aek_explained.ppm
```
Convert PPM → PNG (for README, etc.) with `pnmtopng build/aek.ppm > docs/aek.png`.
## Conventions
- `card_explained.cc` is built with `-Wall -Wextra` and should stay
warning-clean. `card.cc` is built with `-w` because we can't edit it.
- C++14, no external dependencies beyond `libm`.
- The de-obfuscated version preserves the **same `rand()` call sequence** as
the original so the rendered image is visually identical. Don't reorder
the `randf()` calls inside `shade()` or the per-sample loop in `main()`
without re-checking the output.
## Remote
Hosted on Forgejo: `ssh://git@kode.naiv.no:2222/olemd/card-raytracer.git`.
Per global instructions, use the `forgejo` skill (invoke via `/forgejo`) and
the `fj` CLI for any repository interactions (PRs, issues, releases, etc.).
Never use `gh` for this repo.

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cmake_minimum_required(VERSION 3.16)
project(card_raytracer CXX)
# The original card.cc is sacred and must NOT be modified. We compile it
# verbatim. Because the file is golfed C++ from the early 2010s, we relax
# a few things so a modern compiler accepts it untouched:
# - C++14 (default constructor v(){} is fine; pow(float,int) overload exists)
# - -w silences the unavoidable warnings (implicit float->int conversions
# in the final printf, narrowing, unused result of operator new, etc.)
# We can't fix them — we'd have to edit card.cc, which we won't.
set(CMAKE_CXX_STANDARD 14)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_CXX_EXTENSIONS OFF)
add_executable(card card.cc)
add_executable(card_explained card_explained.cc)
# Per-compiler flags. The original is golfed and triggers warnings we can't
# fix without editing it (forbidden). The de-obfuscated version keeps full
# warnings on so it stays honest.
if(MSVC)
target_compile_options(card PRIVATE /w /O2)
target_compile_options(card_explained PRIVATE /W4 /O2)
else()
target_compile_options(card PRIVATE -w -O3)
target_compile_options(card_explained PRIVATE -Wall -Wextra -O3)
endif()
# Convenience targets: render an image from each binary.
# Run with: cmake --build build --target image
add_custom_target(image
COMMAND card > aek.ppm
DEPENDS card
WORKING_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}
COMMENT "Rendering aek.ppm from the original card (512x512 @ 64 spp)"
)
add_custom_target(image_explained
COMMAND card_explained > aek_explained.ppm
DEPENDS card_explained
WORKING_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}
COMMENT "Rendering aek_explained.ppm from the de-obfuscated card"
)

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# card-raytracer
A study of [Andrew Kensler's "business card raytracer"][aek] — a complete
recursive path-tracer with soft shadows, depth of field, anti-aliasing,
reflections, a checker floor, and a sky gradient, all crammed into ~1337
characters of obfuscated C++ small enough to print on the back of a
business card.
The original code is preserved verbatim as [`card.cc`](card.cc). A
de-obfuscated, heavily-annotated rewrite lives in
[`card_explained.cc`](card_explained.cc). Both produce the same image:
![Rendered output: the letters "aek" as reflective spheres on a red and white checker floor under a blue-purple sky, with soft shadows and depth-of-field blur](docs/aek.png)
The spheres spell **a · e · k**, Andrew Kensler's initials, encoded as a
9-column bitmap in the `G[]` array of the original source.
## Quick start
Requires a C++14 compiler, CMake ≥ 3.16, and (optionally) `netpbm` for
PPM → PNG conversion.
```sh
cmake -S . -B build
cmake --build build
# Render with the original (PPM, 786 KiB, ~6 s on a modern laptop)
./build/card > aek.ppm
# Or via the convenience target:
cmake --build build --target image # → build/aek.ppm
cmake --build build --target image_explained # → build/aek_explained.ppm
# View it (PPM is supported by most image viewers; or convert):
pnmtopng aek.ppm > aek.png
```
## What's interesting about it
The whole renderer is built on **operator overloading**: a single `struct v`
provides `+` (add), `*` (scale), `%` (dot product), `^` (cross product), and
unary `!` (normalise). Once those are in place, the entire rendering
pipeline — sphere intersections, reflection vectors, Phong shading,
checker-pattern tile lookup, camera basis construction — collapses into
just a handful of expressions.
Other tricks worth admiring:
- **Soft shadows for free**: the light position is jittered each call, so
averaging 64 samples per pixel produces a real penumbra without any
area-light formalism.
- **Depth of field for free**: the camera origin is also jittered across
a 99-unit "lens" each sample, so points off the focal plane go blurry.
- **Anti-aliasing for free**: sub-pixel jitter on the ray direction.
The same 64-sample loop pays for all three at once.
A line-by-line walkthrough of the algorithm is the long-form
[comments inside `card_explained.cc`](card_explained.cc).
## Layout
```
.
├── card.cc # original, untouched — do not edit
├── card_explained.cc # de-obfuscated, documented rewrite
├── CMakeLists.txt
├── docs/
│ └── aek.png # published render
├── README.md
└── CLAUDE.md # working notes for AI assistance
```
## Credits
- Original raytracer: [Andrew Kensler][aek-home] ("aek").
- Excellent walkthrough that inspired this study:
Fabien Sanglard, [_Decyphering The Business Card Raytracer_][aek].
## Licence
The original `card.cc` is reproduced as-is from publicly published material
for educational purposes; credit and copyright belong to Andrew Kensler.
The supporting files in this repository (CMake, README, de-obfuscated
rewrite) are placed in the public domain by the repository author.
[aek]: https://fabiensanglard.net/rayTracing_back_of_business_card/
[aek-home]: https://www.cs.utah.edu/~aek/

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#include <stdlib.h> // card > aek.ppm
#include <stdio.h>
#include <math.h>
typedef int i;typedef float f;struct v{
f x,y,z;v operator+(v r){return v(x+r.x
,y+r.y,z+r.z);}v operator*(f r){return
v(x*r,y*r,z*r);}f operator%(v r){return
x*r.x+y*r.y+z*r.z;}v(){}v operator^(v r
){return v(y*r.z-z*r.y,z*r.x-x*r.z,x*r.
y-y*r.x);}v(f a,f b,f c){x=a;y=b;z=c;}v
operator!(){return*this*(1/sqrt(*this%*
this));}};i G[]={247570,280596,280600,
249748,18578,18577,231184,16,16};f R(){
return(f)rand()/RAND_MAX;}i T(v o,v d,f
&t,v&n){t=1e9;i m=0;f p=-o.z/d.z;if(.01
<p)t=p,n=v(0,0,1),m=1;for(i k=19;k--;)
for(i j=9;j--;)if(G[j]&1<<k){v p=o+v(-k
,0,-j-4);f b=p%d,c=p%p-1,q=b*b-c;if(q>0
){f s=-b-sqrt(q);if(s<t&&s>.01)t=s,n=!(
p+d*t),m=2;}}return m;}v S(v o,v d){f t
;v n;i m=T(o,d,t,n);if(!m)return v(.7,
.6,1)*pow(1-d.z,4);v h=o+d*t,l=!(v(9+R(
),9+R(),16)+h*-1),r=d+n*(n%d*-2);f b=l%
n;if(b<0||T(h,l,t,n))b=0;f p=pow(l%r*(b
>0),99);if(m&1){h=h*.2;return((i)(ceil(
h.x)+ceil(h.y))&1?v(3,1,1):v(3,3,3))*(b
*.2+.1);}return v(p,p,p)+S(h,r)*.5;}i
main(){printf("P6 512 512 255 ");v g=!v
(-6,-16,0),a=!(v(0,0,1)^g)*.002,b=!(g^a
)*.002,c=(a+b)*-256+g;for(i y=512;y--;)
for(i x=512;x--;){v p(13,13,13);for(i r
=64;r--;){v t=a*(R()-.5)*99+b*(R()-.5)*
99;p=S(v(17,16,8)+t,!(t*-1+(a*(R()+x)+b
*(y+R())+c)*16))*3.5+p;}printf("%c%c%c"
,(i)p.x,(i)p.y,(i)p.z);}}

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// card_explained.cc
//
// A de-obfuscated, heavily-annotated rewrite of Andrew Kensler's "business
// card raytracer" (card.cc). The behaviour and visual output match the
// original; only the names, formatting and comments differ. The original
// file (card.cc) is kept untouched as a historical artifact — this file
// exists so a human (or a future you) can read what's going on.
//
// Build via the project's CMake setup, or standalone:
// c++ -O3 -o card_explained card_explained.cc
// Render:
// ./card_explained > aek.ppm
//
// Reference: https://fabiensanglard.net/rayTracing_back_of_business_card/
#include <cmath>
#include <cstdio>
#include <cstdlib>
// ---------------------------------------------------------------------------
// 3D vector — doubles as an RGB colour throughout the renderer.
// ---------------------------------------------------------------------------
struct Vec3 {
float x, y, z;
// Default-constructed Vec3 is *uninitialised*. Matches the original;
// every Vec3 created this way is assigned before it is read.
Vec3() {}
Vec3(float a, float b, float c) : x(a), y(b), z(c) {}
Vec3 operator+(const Vec3& r) const { return Vec3(x + r.x, y + r.y, z + r.z); }
Vec3 operator*(float s) const { return Vec3(x * s, y * s, z * s); }
float dot(const Vec3& r) const { return x * r.x + y * r.y + z * r.z; }
Vec3 cross(const Vec3& r) const {
return Vec3(y * r.z - z * r.y,
z * r.x - x * r.z,
x * r.y - y * r.x);
}
Vec3 normalised() const {
return *this * (1.0f / std::sqrt(this->dot(*this)));
}
};
// ---------------------------------------------------------------------------
// Scene: nine bitmap columns spelling "aek" as unit-radius spheres.
//
// Each int is one column (j ∈ [0,8]). Each set bit (k ∈ [0,18]) places a
// sphere of radius 1 at world position (k, 0, j + 4).
// ---------------------------------------------------------------------------
static const int kLetterColumns[9] = {
247570, 280596, 280600, 249748, 18578, 18577, 231184, 16, 16,
};
// Uniform random float in [0, 1].
static float randf() { return static_cast<float>(std::rand()) / RAND_MAX; }
enum HitKind {
HIT_SKY = 0,
HIT_FLOOR = 1,
HIT_SPHERE = 2,
};
// ---------------------------------------------------------------------------
// Cast a single ray against the scene.
//
// origin / direction — the ray (direction assumed normalised)
// out_t — written with the distance to the nearest hit
// out_normal — written with the surface normal at that hit
//
// Returns one of HitKind: which surface (if any) was hit.
// ---------------------------------------------------------------------------
static int trace(Vec3 origin, Vec3 direction, float& out_t, Vec3& out_normal) {
out_t = 1e9f;
int kind = HIT_SKY;
// (a) Floor plane at z = 0.
//
// Solve origin.z + t * direction.z = 0 ⇒ t = -origin.z / direction.z.
// The 0.01 guard is the standard "shadow acne" epsilon: it prevents
// a ray from re-hitting the surface it just left.
float t_floor = -origin.z / direction.z;
if (t_floor > 0.01f) {
out_t = t_floor;
out_normal = Vec3(0, 0, 1);
kind = HIT_FLOOR;
}
// (b) Spheres encoded in kLetterColumns.
for (int k = 18; k >= 0; --k) {
for (int j = 8; j >= 0; --j) {
if ((kLetterColumns[j] & (1 << k)) == 0) continue;
// Vector from sphere centre to ray origin.
// centre = (k, 0, j + 4) → p = origin - centre
Vec3 p = origin + Vec3(-static_cast<float>(k),
0.0f,
-static_cast<float>(j + 4));
// Ray-sphere intersection. Since direction is unit-length the
// quadratic's "a" coefficient is 1, so it disappears:
// t² + 2 b t + c = 0, with b = p·d, c = p·p - r²
float b = p.dot(direction);
float c = p.dot(p) - 1.0f; // r² = 1
float discriminant = b * b - c;
if (discriminant > 0.0f) {
float t_hit = -b - std::sqrt(discriminant); // nearer root
if (t_hit > 0.01f && t_hit < out_t) {
out_t = t_hit;
out_normal = (p + direction * t_hit).normalised();
kind = HIT_SPHERE;
}
}
}
}
return kind;
}
// ---------------------------------------------------------------------------
// Shade a ray: trace it, then compute a colour. Recurses on sphere hits
// (mirror reflection). Recursion bottoms out naturally when a reflected
// ray escapes to the sky.
// ---------------------------------------------------------------------------
static Vec3 shade(Vec3 origin, Vec3 direction) {
float t;
Vec3 normal;
int kind = trace(origin, direction, t, normal);
// --- Sky --------------------------------------------------------------
// Blue-purple gradient that gets darker looking up, brighter at the
// horizon. (1 - direction.z) is small when the ray points upward.
if (kind == HIT_SKY) {
return Vec3(0.7f, 0.6f, 1.0f) * std::pow(1.0f - direction.z, 4.0f);
}
Vec3 hit_point = origin + direction * t;
// Light position is jittered each call → averaging many samples gives
// soft shadows (penumbrae) without any explicit area-light maths.
Vec3 to_light = (Vec3(9.0f + randf(), 9.0f + randf(), 16.0f)
+ hit_point * -1.0f).normalised();
// Reflection direction: R = D - 2 (N·D) N
// Written as D + N * (N·D * -2) to match the original.
Vec3 reflect_dir = direction + normal * (normal.dot(direction) * -2.0f);
// Lambertian term, zeroed if the surface faces away from the light or
// if a shadow-ray reports occlusion.
float diffuse = to_light.dot(normal);
{
float shadow_t; Vec3 shadow_n;
if (diffuse < 0.0f || trace(hit_point, to_light, shadow_t, shadow_n)) {
diffuse = 0.0f;
}
}
// Phong-style specular. Multiplying by (diffuse > 0) collapses the
// highlight to zero in shadow without an extra branch.
float specular = std::pow(to_light.dot(reflect_dir) * (diffuse > 0.0f ? 1.0f : 0.0f),
99.0f);
// --- Floor ------------------------------------------------------------
if (kind == HIT_FLOOR) {
// hit_point * 0.2 makes each tile 5 world-units wide.
Vec3 tile_coords = hit_point * 0.2f;
bool red_tile = (static_cast<int>(std::ceil(tile_coords.x)
+ std::ceil(tile_coords.y)) & 1) != 0;
Vec3 base_colour = red_tile ? Vec3(3, 1, 1) : Vec3(3, 3, 3);
// 0.2 * diffuse + 0.1 ambient = "always at least dimly lit".
return base_colour * (diffuse * 0.2f + 0.1f);
}
// --- Sphere (mirror) --------------------------------------------------
// Specular highlight plus half the reflected scene. No explicit recursion
// limit: a reflected ray must eventually miss everything and hit the
// sky, which terminates immediately.
return Vec3(specular, specular, specular) + shade(hit_point, reflect_dir) * 0.5f;
}
// ---------------------------------------------------------------------------
// Build the camera, shoot 64 rays per pixel, write a binary PPM to stdout.
// ---------------------------------------------------------------------------
int main() {
std::printf("P6 512 512 255 ");
// Camera basis (orthonormal). The .002 scale on `right` and `up` is the
// pixel size in world units → it determines the field of view.
Vec3 forward = Vec3(-6.0f, -16.0f, 0.0f).normalised();
Vec3 right = Vec3(0.0f, 0.0f, 1.0f).cross(forward).normalised() * 0.002f;
Vec3 up = forward.cross(right).normalised() * 0.002f;
// Offset from the camera's optical axis to the top-left pixel.
Vec3 top_left = (right + up) * -256.0f + forward;
for (int y = 512; y-- > 0; ) {
for (int x = 512; x-- > 0; ) {
// Pre-biased accumulator: 13 each channel adds a slight overall
// brightness so the truncation to uchar at the end lands in
// [0, 255] without an explicit divide-by-samples step.
Vec3 pixel(13.0f, 13.0f, 13.0f);
for (int s = 64; s-- > 0; ) {
// Random offset on a 99-unit "lens" → depth of field.
Vec3 lens_offset =
right * ((randf() - 0.5f) * 99.0f)
+ up * ((randf() - 0.5f) * 99.0f);
// Sub-pixel jitter → anti-aliasing.
Vec3 pixel_direction =
(lens_offset * -1.0f
+ (right * (randf() + x)
+ up * (randf() + y)
+ top_left) * 16.0f).normalised();
Vec3 ray_origin = Vec3(17.0f, 16.0f, 8.0f) + lens_offset;
pixel = shade(ray_origin, pixel_direction) * 3.5f + pixel;
}
// Write one RGB triple. Values are truncated, not clamped —
// the constants above are tuned so this is safe.
std::printf("%c%c%c",
static_cast<int>(pixel.x),
static_cast<int>(pixel.y),
static_cast<int>(pixel.z));
}
}
return 0;
}

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