Raytracing
This project demonstrates the applications of recursive ray tracing, enabling a high degree of visual realism due to the ability to better simulate global illumination models.
This project implements local diffuse and specular terms for each light (attenuated by the distance) before computing reflected and transmitted rays and their respective intensities using the Fresnel equations. These reflected and transmitted rays are then used as arguments in recursive calls to ray cast, and the colors produced are also attenuated.
Ray/Quadric Surface intersection derivation
These screenshots were rendered with a recursion depth of 12 and anti-aliasing. They also show shadows of transparent objects. Of course only the color of the shadow of a transparent object is implemented, the distortion of the shadow rays cannot be implemented in a straightforward fashion using backwards raytracing.
These screenshots were rendered with a recursion depth of 12 and no anti-aliasing.
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