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Using Lambert's law, we can finally get some non-solid colored images and neat shadows. This is a
white ball with red, green and a blue lights arranged in an equilateral triangle configuration. Download the scene and
camera files here SCENE and CAMERA |
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This was one of my favorite pictures when I first started writing the ray tracer. Thirty-two reflective
spheres enclosed in a box.
Download the scene and camera files here SCENE and CAMERA |
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No ray tracer is complete without dielectrics. Light travels through dielectrics at different speeds,
therefore bending it,
and some of the light gets absorbed by the volume. Download the scene and camera files here SCENE and CAMERA |
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Here is an extremely simple procedural texture. As the value of z increases on the intersection points,
the color alternates. Notice the extreme pixelation, which can be fixed with supersampling. Download the scene and
camera files here SCENE and CAMERA |
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Here is another simple procedural texture. This doesn't have the pixelation problem. Download the
scene and
camera files here SCENE and CAMERA |
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Using Perlin noise, some extremely beautiful textures can be created. It almost looks like the moon.
Download the scene and
camera files here SCENE and CAMERA |
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Here are two texture-mapped triangles. A new primitive for texture mapped triangles was created, so normal
triangles didn't have extra, unused data.
Download the scene and
camera files here SCENE and CAMERA |
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