For my Computer Graphics class this quarter I've been tasked with building a relatively robust ray tracer. This has involved math for transformations, setting up an image plane, ray-casting onto certain shapes, and much, much more. The requirements for the project build up as we progress throughout the quarter. Here's our latest early checkpoint with no lighting and no recursive ray casting.
It's worth noting that super sampling is used in the screenshot on the right. Super sampling basically involves casting multiple, close but still marginally displaced rays, and averaging the results. Click here to see the scene without super sampling enabled.
Our next checkpoint will involve implementing Phong shading. I'll try to post screenshots and give tips on the implementation when it is finished.
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