The glome-hs package

[Tags:gpl, library, program]

Ray Tracer capable of rendering a variety of primitives, with support for CSG (difference and intersection of solids), BIH-based acceleration structure, and ability to load NFF format files.

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Versions 0.4.1, 0.5, 0.51, 0.60, 0.61
Dependencies array, base, GLUT, haskell98, OpenGL, parallel, random, time [details]
License GPL
Copyright Copyright 2008 Jim Snow
Author Jim Snow
Maintainer Jim Snow <>
Category graphics
Home page
Uploaded Sat Apr 19 20:52:14 UTC 2008 by JimSnow
Distributions NixOS:0.61
Downloads 1176 total (19 in the last 30 days)
0 []
Status Docs not available [build log]
All reported builds failed as of 2017-01-03 [all 7 reports]
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Maintainer's Corner

For package maintainers and hackage trustees

Readme for glome-hs

Readme for glome-hs-0.4.1

Glome.hs is a haskell port of my ocaml raytracer, glome. 

To compile on unix-type systems, execute "./make", to run, execute "./run".  
Otherwise, invoke compiler commands manually.

Update: glome has been converted over to cabal, so you can now invoke

> runhaskell Setup.lhs configure --prefix=$HOME --user
> runhaskell Setup.lhs build
> runhaskell Setup.lhs install

(The "make" and "run" scripts should still work.)

Glome.hs depends on opengl bindings, which come in the standard ghc distribution.
Glome has been tested with ghc 6.8.2.

- can load files in NFF format
- handles diffuse illumination, shadows, and reflection
- renders triangles, spheres, cylinders, cones, disks, boxes
  and planes as base primitives
- supports csg group, difference, and intersection primitives
- supports transformations (rotate, scale, translate) of 
  arbitrary geometry
- perlin noise and a few basic textures are implemented
- uses a bounding interval heirarchy acceleration structure
  or you can construct a BVH manually with the "Bound" primitive
- multiprocessor support is currently disabled

Using: to load an NFF scene, run "./Glome -n [filename]".
Otherwise, a default scene is rendered, defined in "TestScene.hs".

Many of the features are only accessible by programming directly in
Haskell via TestScene.hs, as NFF does not support CSG or textures.

Refraction and photon mapping are not yet implemented.