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Team members: (names and student IDs) * Boaz Roskam 7262329 * Rein Spaan 1651137 * Jouke Jonker 2884518 Tick the boxes below for the implemented features. Add a brief note only if necessary, e.g., if it's only partially working, or how to turn it on. Formalities: [X] This readme.txt [X] Cleaned (no obj/bin folders) Minimum requirements implemented: [X] Camera: position and orientation controls, field of view in degrees Controls: wasd, shift and space for movement and mouse for orientation [X] Primitives: plane, sphere [X] Lights: at least 2 point lights, additive contribution, shadows without "acne" The little yellow orbs have a light source underneeth so it is easy to locate the lightsource [X] Diffuse shading: (N.L), distance attenuation [X] Phong shading: (R.V) or (N.H), exponent [X] Diffuse color texture: only required on the plane primitive, image or procedural, (u,v) texture coordinates [X] Mirror reflection: recursive [X] Debug visualization: sphere primitives, rays (primary, shadow, reflected, refracted) Bonus features implemented: [X] Triangle primitives: must use the algorithm from the lectures, single triangles or meshes [ ] Interpolated normals: only required on triangle primitives, 3 different vertex normals must be specified [X] Spot lights: smooth falloff optional [ ] Glossy reflections: not only of light sources but of other objects [ ] Anti-aliasing [ ] Parallelized Method: ... (for example: parallel-for, async tasks, or threads) [ ] Textures: on all implemented primitives [ ] Bump or normal mapping: on all implemented primitives [ ] Environment mapping: sphere or cube map, without intersecting actual sphere/cube/triangle primitives [ ] Refraction: also requires a reflected ray at every refractive surface, recursive [ ] Area lights: soft shadows [ ] Acceleration structure: bounding box or hierarchy, scene with 5000+ primitives Performance comparison: ... (provide one measurement of speed/time with and without the acceleration structure) [ ] GPU implementation Method: ... (for example: fragment shader, compute shader, ILGPU, or CUDA) [X] Dinamicly add lighting: Press i to add a light source Used Sources: Slides of Graphics Lectures