Graphics project on ray tracing, CSE457 of University of Washington 32 b/w (full 43) Authors: Daniel Cheung, Dipsy Wong Repo: https://github.com/dipsywong98/COMP4411-trace
Basic requirements
- Box intersection
- Phong specular-reflection
- Light sources
- Multiple light sources
- Distance attenuation
- Directional light
- Point light
- Shadow attenuation
- Reflection
- Refraction
Bonus
2W (whistle) = 1B (Bell)
- (1W) Adaptive termination (slider control the contribution threshold)
- (1W) Antialiasing by super sample then averaging down
- (1B) Spot lights
- (1B) Background image
- (1B) accelerate shadow attenuation
- (1B) smart overlapping
- (1B1W) Texture mapping
- (1B1W) Antialiasing by adaptive supersampling
- (1B1W) Warn model
- (2B) bump mapping
- (2B) Solid textures
- (2B) New type of geometry
- (2B) Height fields
- (6B1W) distribution ray tracing
- depth of field
- soft shawdow
- motion blur
- glossy reflection
- (6B1W) distribution ray tracing
- (2B) Height fields
- (2B) New type of geometry
- (3B) higher level geometry (rotation/ extrusion/ metaballs)
- (3B) ray intersection optimization
- (4B) more realistic shading model
- (4B) CSG
- (4B) particle system
- (4B) caustics
- (4B) particle system
Some of our output
3D texture
background
DOF
particle system
normal map
glossy reflection
torus
P.S: This project is much harder than the previous two, luckily my teammate is so experienced in 3D modeling and shading techniques, so we get excellent graphics at the end. (This time our first place is overtaken by the famous genius)