gangsta

raytracing development blog

Archive for November, 2005

Shadows

Restructured the scene code to use the kd-tree from pbrt. This scene actually renders slower with the kd-tree than without because of the small number of large triangles. Adding shadows to the point-light shader was pretty trivial.

shadows

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Shaders

Got the first light and surface shaders hard-coded in, although it shouldn’t be too much trouble to refactor into the intended plugin system.

shaders

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Cornell box

cornell box

Well after a little bit of laborious typing I got a slightly more intersting scene to work with. Here’s a cornell box, hard-coded into the renderer. The colours here are (s,t)-coordinates assigned to the geometry, to test that the interpolation of variables across the triangle is working

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First image

My first image. Not a lot to look at, but at least it shows the sampling and intersection code is working.

first image

The colours here are the barycentric coordinates of the intersection point on the triangle. I’m using Wald’s precomputed intersection method.

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