UPDATE: Please uncomment the shininess argument in Line 99, RT_Tracer.cpp file before compiling the project. I accidentally set all roughness value to 51 and forgot to change it back before submission…lol
Here is a few rendering results of my ray-tracing system. And I’ll keep updating some cool results before I leave US after Christmas. Enjoy!
Set_of_spheres (high resolution without anti-aliasing, original resolution: 6700+ *4700+, within one minute)
Teapot (high resolution, original resolution: 6700 * 4700, taking 10 minutes, 10+ times mirror reflections)
Two_boxes (with a diamond.obj file with/without normal interpolation)
my_scene2 (different cameras)
mandelbulb (high/low accuracy; note that there are many artifacts in high-accuracy version, but it’s supposed to be that weird – it’s like on a “spider web”)
my_scene2 with half-refraction half-reflection (higher resolution coming soon):
(a 100% transparent one, shadow option is on, no reflection, so that the shadow of the glass ball get reflected and distorted inside. However a correct shadow rendering should be with a light spot since a transparent ball is like a convex lens)
(a 80% transparent one, no reflection)
(another view: looking up)
(Internal reflection! index of refraction = 0.8)
two boxes with a diamond!
(fish-eye camera coming soon!)