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For this assignment just look for TODO in the code. You shouldn't have to change anything else. In particular, DO NOT change anything in main(). The TODOs include - setting up the rays in world space and calling the right function to traverse the scene, - implementing the intersection routines for the primitives by filling in the intersection field in the Ray3D structure, and - implementing the shading function, which should fill in the col field in the Ray3D structure (depends on the material of the intersected object, of course). The main() function contains the scene description. It automatically renders two views from the same scene, which are then saved in files. If you implemented everything correctly, it should produce images like those shown in the assignment handout. You need to hand in images from three runs of the program, showing the following three renderings of the scene (each of which saves 2 images): 1. scene signature You could do this by setting ray.col in the shading function simply to ray.intersection.mat->diffuse. It will generate the scene signiture if the intersection routine is implemented correctly. 2, scene with diffuse plus ambient shading 3. scene with the full Phong model File Descriptions: raytracer.{cpp, h} The main body of the raytracer, including the scene graph. Simple addition and traversal code to the graph are provided to you. util.{cpp, h} Includes definitions and implementations for points, vectors, matrices, and some structures for intersection and shading. light_source.{cpp, h} Defines the basic light class. You could define different types of lights, which shades the ray differently. Point lights are sufficient for most scenes. scene_object.{cpp, h} Defines object primitives in the scene (spheres, cylinders, etc...). Implements the intersect function which finds the intersection point between the ray and the primitive. bmp_io.{cpp, h} I/O functions for .bmp files. You shouldn't have to modify them.
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