HW5: Ray Tracing
Documentation

Emily Gibson
ID: 2315

CISC 640
December 10, 2003

 

Links
hw5_gibson.cpp
Makefile

Sample files
alias.3dv
room.3dv
iorb.3dv
wall.3dv

Notes
Unfortunately, I had an odd memory write error for scenes that were too complex or when I was computing too many rays per pixel (for super-sampling). I was therefore limited in the total complexity of my scenes. I broke up the most complicated pieces (a checkered floor and transparent spheres) as you can see in the examples below.

For super-sampling, I implemented a block filter for sizes 4 and 9.

Results


No anti-aliasing

4 sub-pixel rays

9 sub-pixel rays

No super-sampling, too complex

No anti-aliasing

4 sub-pixel rays

No anti-aliasing, turquoise ball reflective

4 sub-pixel rays

No anti-aliasing, turquoise ball refractive

4 sub-pixel rays

No anti-aliasing, floor non-reflective

No anti-aliasing