Submitted by , posted on 21 November 2003

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This is from a basic Whitted recursive raytracer I'm writing. The picture shows six spheres and an infinite plane with different material properties and two point lights. The recursive depth is 8 and 8-16 rays per pixel (adaptive rejection sampling and a box-filter). The program is written in C++ with Borland Builder 6.

Features so far
  • Strauss BRDF shader for the materials
  • Basic geometry (planes and spheres)
  • Basic texture mapping
  • Reflection and refraction
  • Planned features
  • More shaders and more geometry
  • Improved texture mapping
  • Distributed shadow rays
  • Bump mapping
  • Improved refraction handling
  • Optimizations
  • Scene definition scripting
  • And the main goal of this project is Photon mapping.

    Comments are appreciated


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