Ray Tracer Project CSE 557.

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Presentation transcript:

Ray Tracer Project CSE 557

Ray tracing Ray tracing lets you make very realistic renderings Can model many different phenomena: shadows (hard and soft), reflection, refractions, caustics, depth of field, motion blur, etc.

Starter code 9.5k lines of code that includes: Parser for the file format Linear algebra classes UI/command line parameters Classes for camera, lights, materials, rays, and scenes Object classes: box, cone, cylinder, etc.

File format rotate(1,1,1,1.5, box { material = { diffuse = (0.8,0.8,0.3); transmissive = (0.5,0.5,0.5); // specular = (0.3,0.3,0.3); index = 1.3; } }) scale(0.707106781187, sphere { diffuse = (0.5,0.5,0.9); transmissive = (0.9,0.9,0.9); index = 1.8; ) SBT-raytracer 1.0 camera { position = (0,0,-2); viewdir = (0,0,1); aspectratio = 1; updir = (0,1,0); } directional_light { direction = (0, 0, 1); colour = (1.0, 1.0, 1.0);

Linear algebra Vec3d v1(0, 1, 2.5), v2; Mat4d m; double d = 3; v2 = d * v1; v2[2] *= -1; d = (v2 * v1); m[0][1] = 2; v1 = m * v2;

UI

Requirement #1 Sphere-ray intersection 1. Hit or not?

Requirement #2 Triangle-ray intersection 1. Hit or not? 2. If hit, find barycentric coordinates of intersection

Requirement #3 Illumination model

Requirement #4 Phong interpolation of normals for triangle meshes ?

Requirement #5 Anti-aliasing

Requirement #6 Acceleration Over 50k triangles don’t need to check them all when rendering this part!