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.
More simple pics...