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This is non-uniform scaling and not possible in raytracing.
Note 1: Well, strictly theoretically speaking it _is_ possible, but it
would be prohibitively slow.
Note 2: AFAIK non-uniform scaling is not implemented in _any_ renderer.
In most scanline renderers there's an option to scale object seemingly
non-uniformly, but it's not true non-uniform scaling; it just moves the
vertices of the triangles. A true non-uniform scaling would bend the
triangles. In raytracing even this "hack" wouldn't help since objects have
no vertices, but are completely mathematical entities.
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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