CS184 Section 3
Modeling a Ray Tracer
Brandon Wang
February 12, 2013
Material adapted from James O'Brien, Fu-Chung Huang, Ravi Ramamoorthi, and Carlo Sequin.
Brandon Wang
February 12, 2013
Material adapted from James O'Brien, Fu-Chung Huang, Ravi Ramamoorthi, and Carlo Sequin.
Rotate a vector around an axis:
Gets rid of Gimbal Lock
(On board)
Write a ray tracer from scratch.
Make a ray starting at your eye, through an image plane, and off into space...
Ray:
For now, loop over all objects, figure out if the ray intersects it. (Next week, do something smarter.)
Imagine a world of spheres only - center and radius. Intersection is if the ray comes closer than radius to sphere.
For transformations, transform the ray to object space. (This is done so you don't have to write arbitrary intersection tests, only with your primitives)
Once you do spheres, move on to boxes and triangles, and other shapes if you wish.
You've already done this! Phong illumination model. (Review old slides when implementing)
But if you recurse, you can do nice things.
Shoot a ray from the point of intersection to...
It will be a bit more difficult to get started with this, as you start from scratch.
I've heard that this is useful.