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T.Whitted Ray-Tracer
- Local color component (Blinn-Phong model illumination)
- Multiple source lights
- Hard Shadows
- Global color component by implement the mirror reflection and refraction
- Ray intersections with spheres, infinite planes and triangles
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Stochastic sampling techniques
- Anti-aliasing with the jittered method
- Soft shadows using an area of light with a set of N light source points
without antialiasing) and the random method (with antialiasing) - Depth of field effect where the lens is simulated by a random distribution of
N samples on unit squares or unit disks
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Acceleration structure
- Uniform grid - using the Amanatides and Woo (1987) algorithm
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Extra
- Box-Ray intersection
- Calculating mirror reflection attenuation and refraction attenuation using Fresnel Equations
- New Scenes, that can be found in the P3D_Scenes folder with names:
- new_scene1.p3f
- new_scene2.p3f
- new_scene3.p3f
- Use Visual Studio
- Include il, freeglut and glew dependencies
- Run with release mode
- Type a specific scene from the P3D_Scenes folder
- Change drawModeEnabled to true
- Run program
- Type specific scene
- After image is drawn, press image with mouse and type: a --> to switch antialiasing on/off d --> to switch depth of field on/off s --> to switch soft shadows on/off
- Change drawModeEnabled to false
- Run program
- Type specific scene
- Output can be checked in RT_Output.png