That’s not a moon…

…it’s a partially reflective UV texture mapped sphere with the image of the moon textured on it. And that one behind it is the place the Battlestar Galactica is going next season. And there’s a big fucking crate, because what wouldn’t a “Hello World” raytraced image be without a big fucking crate. Before [...]

Horked but Working!

Here’s an image from the current state of my raytracer. The big win from all of this is that my raytracer is now recursive so I can cast reflection and refraction rays from my incident ray. It’s still buggy as hell and not showing correct results.

I believe the issue I’m facing here is a [...]

Raytracing II

After another day of work here’s the result:

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 [...]

Raytracing

I’m taking a bit of a hiatus from perspective drawing, but I’ve learned some more interesting perspective techniques that I can share with you later, along with a really good book on the subject, but I’ve started on yet another project I’ve had on the back-burner for a while now: a raytracing engine.
At work we’ve [...]