 
   float fov = 3.14/4;
   float pixel_width = tan(fov/2.0)/(IMAGE_DIM/2);
-  float step_size = 0.5;
+  float step_size = 2.5;
 
   int x = -IMAGE_DIM/2 + blockIdx.x * blockDim.x + threadIdx.x;
   int y = -IMAGE_DIM/2 + blockIdx.y * blockDim.y + threadIdx.y;
-  if(threadIdx.x==0 && threadIdx.y==0 && blockIdx.x==0 && blockIdx.y==0) {
-    //printf("x: %i, y: %i\n", x, y);
-  }
-
-  // For each pixel 
 
   // Find the ray for this pixel
   float3 screen_center = add(camera, forward);

  return v;
}

__device__ float3 add(float3 a, float3 b){
  a.x += b.x;
  a.y += b.y;
  a.z += b.z;

  return c;
}

__device__ __host__ float3 normalize(float3 v){
  float l = sqrt(v.x*v.x + v.y*v.y + v.z*v.z);
  v.x /= l;
  v.y /= l;
