Raytracing II

After another day of work here’s the result:

Raytracing II

With the help of Foley, et al. I fixed my illumination code. The specular highlight you see here works more correctly then in the previous image. I’m not so hot about the washed out look of the sphere, but that’s mainly due to the white ambient light I’m using. I also have shadows. I’m not 100% sure if the shadows are correct, but it’s a start.

Three spheres, one checkerboard infinite plane…I have a very simple scene list now and I can add spheres and planes at will. Maybe oneday even arbitrary 3D models. How could would that be?

I’m excited.

There’s so much I can do now. The next major refactoring/addition will be to create a recursive raytracing algorithm which will provide me with refraction and reflection. Chrome spheres here I comes!

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