Writing a raytracer from scratch

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Writing a raytracer from scratch

In terms of figuring out the math and debugging it was not all that bad, and I got to hone my programming design skills. This happened over the course of almost a week, but I writing a raytracer from scratch I spent about full days actually working on it. This is just a blank canvas. I figured out how colors are supposed to be represented in the pixbuf array.

Here are some cyan pixels. Here's a test checkerboard pattern.

writing a raytracer from scratch

Raytracing works by taking a ray and throwing it into a scene at a particular angle. When the ray collides with an object, we record what color that object is. Do this a million times, once for each pixel, and you get a raytraced image. The lines are a bit curved because of the specific mapping I chose to convert pixel locations to angles in the scene.

I moved the camera and added a reflecting sphere. This looks really neat but is actually very easy. When a ray hits the sphere, instead of recording a particular color, we compute the angle at which the ray bounces off the sphere, and then look in that direction to get a color.

Once we get that reflected color, we lighten it a bit, which is why the reflected image looks lighter than the original image. It is sort of hairy to compute exactly where an arbitrary ray hits an arbitrary sphere, so I computed the intersection using binary search. I added a sky. If a ray doesn't hit any of the objects in the scene, we give it a color based on its angle from the horizontal.

This really livens up the scene. I made the sphere translucent. Instead of just reflecting rays that hit the sphere, we compute both the reflected ray as well as looking to see what color we would see if the ray just passed straight through the sphere. To render shadows on the checkerboard, when a ray arrives at the surface, we draw another ray from that point directly to a fixed light source vector.

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If there's a collision with another object, the point is in shadow and rendered darker than usual. Otherwise, it's lit as normal. I moved the brightest part of the sky off to the right, rather than having it be directly above. The shadows disappeared for a bit while I was restructuring my code, but later we'll use the same point in the sky to compute shadows.

I added another metallic green sphere; the tint is just the color that all the reflected rays are mixed with. Notice the reflection in the reflection, and the shadow in the reflection, and the shadow in the reflection in the reflection It's theoretically possible for a ray to have infinitely many bounces, although this is very unlikely for randomly arranged objects in a scene.

I also made the checkerboard an infinite strip. Because it's just a straight strip it's still easy to characterize its shape mathematically and compute collisions. Around here I had to do quite a bit of refactoring to represent objects in more uniform ways regardless of their geometry and lighting characteristics.

All the previously gray squares have been changed to mirrored squares. Nothing special here, the same technique is used to render all the mirrored surfaces. I added a cube. You can tell in the reflections that it's the right shape, although it looks poor because all the faces are the same color.View Drew Ingebretsen’s profile on LinkedIn, the world's largest professional community.

scanline accurate, NES emulator for Desktop and iOS. Completely written from scratch in fast C++ Title: Software Engineer at HBO. these frameworks, building prototypical systems from scratch is o˝en necessary when modifying these libraries becomes even more expensive than starting over.

Taichi is designed to be a reusable infrastructure for the la˛er situation, by providing abstractions at di˙erent levels from vector/matrix arithmetics to scene configura-tion and. This User Guide contains information on using the Software Development Kit (SDK) v x for the OpenVMS Operating System for the Java™ Platform (hereafter called simply the SDK), as well as information on using the HotSpot VM, using the Fast VM, using the .

Developing for the Playstation 2? More Login. How about concentrating on making them available on the PS2 with a porting effort instead of writing a game from scratch? The way I see it, if you're writing a game for the PS2 as the project, you're really dealing with 2 major topics, the machine's architecture AND the porting effort and all of.

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