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AKCG 2000 - A Ray Tracer

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Lecturer: Dipl.-Ing. Heinz Mayer


Task:

  • Developing a Ray-Tracing program which takes a VRML file as input.
  • The VRML file is restricted to primitive objects (Box, Cylinder, Sphere, Cone).
  • Implementation of a simple straight-forward recursive ray-tracer.
  • For enhancing the realism of the scene a distributed ray-tracer has to be implemented. The recursive ray-tracing scheme produces images which look artificial, a random distribution of rays sent into the scene enhances image quality.

Principle of a recursive Ray-Tracer:

  • for each pixel in the result image (at specified camera position) an initial ray is sent into the 3D-scene
  • each initial ray intersects a scene object (hidden surface detection)
  • at a ray-object intersection point a shadow feeler for every light-source is used to be able to calculate a lighting model (Phong illumination)
  • at each ray-object intersection point a reflected and a transmitted ray is calculated and recursively put into the algorithm

Results of recursive ray-tracer:



Principle of a distributed Ray-Tracer:

  • for each pixel in the result image 16 initial rays are sent into the 3D-scene
  • for all 16 initial rays exactly one ray is followed through the scene
  • reflected and transmitted rays are slightly diverted with respect to normal distribution
  • 16 rays are averaged for the result image (Monte-Carlo integration)

Results of distributed ray-tracer:



Shadow effects due to areal light-source:


 
 

   © 2005 by Martin Urschler

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