/ray-tracing-from-the-ground-up

software of Ray Tracing from the Ground Up by Kevin Suffern

Primary LanguageC++MIT LicenseMIT

Ray-Tracing-from-the-Ground-Up

software from the book Ray Tracing from the Ground Up by Kevin Suffern

currently in chapter 25.

Mirror Reflection

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Area Lights

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Ambient Occlusion (Regular Sampler: 1x, 4x, 16x, 256x)

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Shadow

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Glossy Material

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Grid

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1 - Design and Programming : complete

2 - Essential Mathematics : complete

3 - Bare-Bones Ray Tracing : complete

4 - Antialiasing : complete

5 - Sampling Techniques : complete

6 - Disk Samples : complete

7 - Hemisphere Samples : complete

8 - Perpective Viewing : complete

9 - Viewing System : complete

10 - Depth of Field : complete

11 - Nonlinear Projection : --------

12 - Stereoscopy : --------

13 - Theretical Fundations : complete

14 - Lights and Materials : complete

15 - Specular Reflection : complete

16 - Shadows : complete

17 - Ambient Occlusion : complete

18 - Area Lights : 70%

19 - Ray-Object Intersections: 70%

20 - Affine Transformations : --------

21 - Transforming Objects : --------

22 - Regular Grids : complete

23 - Triangle Meshes : DISCONTINUED

24 - Mirror Reflection : complete

25 - Glossy Reflection : --------

26 - Global Illumination : --------

27 - Simple Transparency : --------

28 - Realistc Transparency : --------

29 - Texture Mapping : --------

30 - Procedural Textures : --------

31 - Noise-Based Textures : --------