COS 426, Spring 2011
NAME, LOGIN



List of Implemented Features

I believe that I have implemented the following features, which are worth a total of xxx points:

Basic Ray Generation

Ray-Primitive Intersection

Ray-Scene Intersection

Illumination

Shadows

Global Illumination

Camera effects

Debug

Input

Art contest



Demonstration of Implemented Features

Ray-Primitive intersection


sphere.scn

tri.scn

ico.scn

teapot.scn

box1.scn

box2.scn

cylinder1.scn

cylinder2.scn

cone1.scn

cone2.scn
Comments about implementations, interesting features, problems, etc.


Ray-Scene intersection


fourspheres.scn

sixtriangles.scn

mixedprimitives1.scn

mixedprimitives2.scn
Comments about implementations, interesting features, problems, etc.


Phong Illumination


diffuse.scn

specular.scn

shininess.scn

dirlight1.scn

pointlight1.scn

spotlight1.scn

dirlight2.scn

pointlight2.scn

spotlight2.scn
Comments about implementations, interesting features, problems, etc.


Texture


texture.scn
Comments about implementations, interesting features, problems, etc.


Shadows


hardshadow.scn

softshadow.scn
Comments about implementations, interesting features, problems, etc.


Specular Reflection


-max_depth 0

-max_depth 1

-max_depth 2
specular.scn
 

-max_depth 0

-max_depth 1

-max_depth 2
stilllife.scn
 
Comments about implementation, interesting features, problems, etc.


Transmission


-max_depth 0

-max_depth 1

-max_depth 2
transmission.scn
 
Comments about implementation, interesting features, problems, etc.


Refraction


-max_depth 0

-max_depth 1

-max_depth 2
refraction.scn
 
Comments about implementation, interesting features, problems, etc.


Handle scene traversals with modeling transformations


mixedprimitives3.scn

transform.scn
Comments about implementations, interesting features, problems, etc.


Distributed Ray Tracing


-max_depth 1 -distribute 0

-max_depth 1 -distribute 1

-max_depth 1 -distribute 4

-max_depth 1 -distribute 16

-max_depth 1 -distribute 64

-max_depth 1 -distribute 256

-max_depth 2 -distribute 0

-max_depth 2 -distribute 1

-max_depth 2 -distribute 4

-max_depth 2 -distribute 16

-max_depth 2 -distribute 64

-max_depth 2 -distribute 256

-max_depth 3 -distribute 0

-max_depth 3 -distribute 1

-max_depth 3 -distribute 4

-max_depth 3 -distribute 16

-max_depth 3 -distribute 64
This picture would require casting more than 16 million rays / pixel! -max_depth 3 -distribute 256
distributed.scn
 
Comments about implementation, interesting features, problems, etc.


Camera Antialiasing


-antialias 1

-antialias 4

-antialias 16

-antialias 256
sphere.scn -width 64 -height 64
 
Comments about implementation, interesting features, problems, etc.


Ray Intersection Acceleration


No acceleration (XXX seconds)

Node bounding box checks (XXX seconds)

Cache last interesection (XXX seconds)

Front-to-back order (XXX seconds)

Grid (XXX seconds)

Octree (XXX seconds)

BSP (XXX seconds)
stack.scn
Comments about implementation, interesting features, problems, etc.


Visual Debugging


Primary rays

Secondary rays (-max_depth 1)

Secondary rays (-max_depth 2)
Comments about implementation, interesting features, problems, etc.


Art Contest Submission


If your art contest submission is a movie, include a screenshot and link it here
Description of how the image/movie was made


Feedback

How long did you spend on this assignment?
Your answer goes here
 
Was it too hard, too easy, or just right?
Your answer goes here
 
What was the best part of the assignment?
Your answer goes here
 
What was the worst part of the assignment?
Your answer goes here
 
How could it be improved for next year?
Your answer goes here