Screenshots Archive |
This is a scene with 2 spheres against a blue background ... except for the fact that the code for rendering spheres is not written yet :-)
This is the first scene ever rendered by our ray tracer. Those are supposed to be spheres in ambient light. Evidently, there is some debugging to do!
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Specular reflections and shadows ... ooh baby :) The one on the left is called "pearls". The one on the right shows soft shadows. (We used a bunch of dim point lights ... but we shouldn't be telling you that!)
We fixed the last bug in our illumination model (the hardest one to find was where we were raising negative numbers to real powers). Well, here are a bunch of spheres. The diffuse coefficient increases towards the left and the specularity increases downwards.
Plastic volley balls are pretty boring though, so here's Pearls redux: the Fractal. :) Scene contains 937 spheres and 2 lights. It rendered at 320x320 in just over 18 minutes on a 400mhz PowerPC G4.
A first attempt at refraction. We still have to work on making light sources emit light through transparent objects, but apart from that (the shadow), something still doesn't look too right.
Sidenote: Our scene description language now features embedded Perl (in ASP/JSP style) which was used to quickly create that array of spheres with color gradation
Plastic beads jumping to the tune of a sine wave. Hopefully our ray tracer shall have more primitives soon.
Cone and cylinder quatrics with an adhoc bump map based on 3D perlin noise applied.
Refraction is fixed. :) Sphere within a sphere, with a plane below it (constructed with 2 triangles).
We fixed transformation matrices. Here's a happy-looking flower made of ellipsoids. Mach bands are visible on the lower edges of the front petals (in the larger image) where the edge deceptively looks brighter than the neighboring pixels inside the petal.
Bump mapping or something. :)
A basic implementation of constructive solid geometry is ready. The picture shows a sphere that has an ellipsoid subtracted from it. Other operations available are union and intersection.
Some time was spent debugging a weird error in CSG. I added
animation capability to the ray tracer to help me see the
bug better. You can also see the
animation and the
buggy version
of the above CSG object.
[IE may not be able to show the animation nicely, in which
case you are recommended to use any other web-browser or
Irfanview,
an image viewer]
Title: The Dark Side of The Moon
A texture mapped, bump mapped, transparency mapped, and reflectivity mapped simple sphere. ;) Click on it to download an mpeg movie of it spinning (or a very large one here).
Not only can we do CSG, but look, we can also do wood!
This is just a sample. The real wooden texture will be less
cartoonish. Someone also needs to deal with antialiasing
of textures. Those jaggies are only one pixel wide, but they
seem to be bigger than that for some reason.
Now refraction is fixed. ;) The bubble on the left and the cube show total internal refraction. Here is the image antialiased (using stochastic sampling):
There seems to be a tradition with ray-tracer people with something about checkerboards and spheres. We decided not to break it.
Snowman says: "Woohoo! I am the king ov the wurld !"
A simple bathroom scene. The mirror (in the larger version) shows slightly fuzzy reflections, rendered using distributed ray tracing.
An evening drink.
The bottle is made using a sphere and a cylinder, but the inner
surface of the sphere was removed automatically by CSG
A rounded varnished wooden box with some strange metallic balls inside, kept on a finely polished round table.
Happy halloween!
Carving the teeth is the tricky bit here, if you think about it.
You can see the inside of the pumpkin through the carvings. The brighter
region seen through the eye on the left is because of a light source
placed in line with the mouth opening.
Fuzziness, rendered using distributed ray tracing methods. The literature uses 'glossy' to describe such surfaces (left sphere and ground plane)
An attempt at soft shadows using a spherical light source. This image was actually supersampled to make it look decent. Things will look much better without supersampling once I implement the uniform point distribution on a disc.
Our ray tracer can be used to easily draw 3D diagrams for classroom
presentations and lecture notes.