This is our ray tracer project page. Each of the check points will be displayed here. *Note* click the blue title bar will toggle the expansion the section.
If you want to see our Project page, click here
Check Point #1 - Setting the Scene
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Large Sphere Position: (10,-5,-35) Radius: 10 (however it is closer) Small Sphere Position: (0,5,-50) Radius: 10 Floor glBegin(GL_QUADS); glVertex3f(100,-25,0); glVertex3f(100,-25,-1000); glVertex3f(-100,-25,-1000); glVertex3f(-100,-25,0); glEnd(); |
Camera/lookat Eye: ( 0, 0, 5 ) Target: ( 0, 0, 0 ) Normal: ( 0, 1, 0 ) The lighting consists of 4 arrays. The first being the posistion and then the latter 3 are for the color of the light: material, ambient, and specular. Once we set that we applied each of those to their own light source. For each of the objects we set a diffuse color and let the lighting generate the appropriate lights for the spheres. |
Due 3/16/2011
Check Point #2 - Camera Modeling
Basic Ray tracer has been implemented thus far. The "ray cannon" shoots a ray out at an object, upon collision with an object, the color will be returned to the viewplane. After all colors have been determined the viewplane will be displayed.
| Basic Rendering |
Due 3/28/2011
Check Point #3 - Basic Shading
Due 4/8/2011
Check Point #4 - Procedural Shading