Monday, March 31, 2008

CheckPoint 2: Camera Modeling

Here's checkpoint 2:



Notice how the plane doesn't go all the way past the bottom of the screen like it does in checkpoint 1. This is because our ray tracer is correct. This is because the view plane is at z-coordinate is -1. Everything is working fine.

Wednesday, March 19, 2008

Checkpoing 1: Setting the scene

Ray Tracing Project
David Turner
Emmett Coakley

Coordinates:

Clear color = [ 0.5f, 0.5f, 1.0f, 1.0f ]

Camera eye = [ 0.0f, 25.0f, 30.0f ]
Camera look at = [ 0.0f, 25.0f, -1.0f ]
Camera up = [ 0.0f, 1.0f, 0.0f ]


Sphere 1 coordinates = [ 0.0f, 25.0f, 0.0f ]
Sphere 1 radius = 10.0f

Sphere 2 coordinates = [ -15.0f, 15.0f, -15.0f ]
Sphere 2 radius = 10.0f

Floor coordinates = [ -70.0f, 0.0f, 60.0f ]
Width (to the right) = 100.0f
Length (into the screen) = 250.0f

Light coordinates = [ 10.0f, 40.0f, 60.0f, 1.0f ]
Light direction = [ -0.15, -0.5f, -1.0f ]
Light cutoff angle = 36.0f

Lighting Disabled:




Lighting Enabled: