Ray Tracing photo gallery: Here are some pictures generated by
my implementation of a ray tracer. They illustrate the main features I
incorporated into the engine. However I did not include the program itself
since at this point the user interface is very rudimentary. Although I
might add it when it is further developed.
The pictures are in the inverse order
I implemented the features. Click on them to see them real size.
Real Time Fish Eye Cam:
This feature adds a new perspective as well as a little interaction
to ray traced scenes.
First the scene is ray traced using a fish eye camera sweeping the
whole scene 360 degrees (both vertically and horizontally).
Then, the scene is mapped onto a ball whitch can be rolled interactively
(in real time) to let the user observe the whole scene.
*Transparency can be modeled: notice the refractive index of the 2
smaller spheres is 1.5 (glass) and seems to invert the scene viewed through
it.
*The point light source is visible in the scene (don't
look right at it!). This was done by eliminating the specular component
of the lighting model and instead, for each ray traced, adding a light
component depending on the angle to the light. Notice that the specular
effect obtained in this picture is the same as the others. It is obtained
implicitly (i.e.: if the depth of reflections is 1 no specular effect appears).
This scene tests to see how the renderer fairs on scenes with several
thousand primitives (triangles).
Here the space shuttle in the background is chrome but the effect is
not perfect because, to accelerate rendering, the depth of reflections
was lowered to 2.
The tarmac is modeled by mapping a bit map onto the plane reproduced
an infinite number of times.
The sky is produced by replacing black (the color obtained when a ray
does not intersect an object) by a shade of blue depending on the angle
to the vertical.
3D polygon based objects read from OFF standard files.
Here the object is a mushroom, notice the object appears chiseled like
a diamond because it is made up of distinct polygons and the normals to
the surface are not interpolated.
Picture mapped onto a plane and a sphere.
Anti-aliasing.