LIANG-SN/Trace
Folders and files
| Name | Name | Last commit date | ||
|---|---|---|---|---|
Repository files navigation
(If there is no instruction below, please simply load the .ray file and click render) W adaptive termination yes There is a threshold slider. W antialiasing by supersampling yes +W jittering yes B spot lights: soptlight.ray yes B background image: testBackground.ray yes Load background.bmp in samples and enable background. Please remember to increase the depth. B accelerate shadow atteuation yes recursively trace ray towards light to handle trasparent object, accelerated by bounding volumn hierachy B overlapping tranparent objects: refra_overlapping.ray yes BW texture mapping (diffuse and transparent): earth.ray yes Sample texture mapping. Load wordmap.bmp and enable texture map. BW antialiasing by adaptive supersampling yes BW Warn model: shape_light.ray yes 2B bump mapping: map.ray yes Load worldmap_normal.bmp and enable bump map. You can also load wordmap.bmp and enable texture map at the same time. 2B solid/procedural texture: earth.ray yes Load solid_texture.bmp and enable solid texture. 2B new geometry (quadrics): hyperbolic.ray or paraboloid.ray yes 2B height fields: blank.ray & hf__512__.bmp yes Enable height field and load height field image(hf__512__.bmp), then load the blank.ray and rander. Uncheck height field checkbox before load the next scene, or the field will stay in next scene 2B first soft shadows: softShadow.ray yes enable soft shadow checkbox 1.5B next for Dof: depthOfField.ray yes enable the corresponding checkbox Though the focal length is hardcoded to be 1 in the project, the effect can be seen by comparing with disabling DoF 1.5B next for motion blur: threeBall.ray yes enable the corresponding checkbox 1.5B next for glossy reflection: glossyReflection.ray yes enable the corresponding checkbox 3B high lever geometry (e.g. metaballs): metaball.ray yes 3B ray-intersection optimization yes Optimized by bounding Volumn hierachy The best way to test this is load recurse_depth.ray or meteorite.ray in simpleSamples and tune the size to max, then compare the speed with/without optimization. 4B realistic shading model:simpleSamples/box.ray yes You can see the different when you enable physical shading. 4B CSG: csg.ray yes 4B caustics: caustic.ray yes first select caustic checkbox, then load scene, caustic will be initiallized automatically. increase depth. unselect the checkbox before load next scene. 4B particle system: meteorite.ray yes Though BVH can optimize the speed, it's still slow, prevent the size being too large and be patient pls. Since it has so many particles, it's a good place to test the effect of BVH.