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Ray Tracing Projects |
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Assignments 10 & 11: Soft Shadows, Fuzzy
Reflection |
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Assignment Overview
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While working on this assignment, I realized
that I had a bit of a shadow problem. It was causing shadows
where there was no object between it and the light--and is the
reason I thought I needed hundreds of triangles for my Cornell
box. After resolving that issue, I realized that making my
box out of only 12 triangles was sufficient (just like Brian said
it was).
Here,
we add an imitation of an area light source for more realistic
shadows, and also the ability to perturb object normals to give
softer reflections. I now display the light in the scene
(unlike the previous assignments where the light was just magically
coming from somewhere). The first image is the "before", if
you will, point light sources (note the hard shadows) and perfect
reflection. In the images that follow, an area light source
is used and some perfect reflectors are made, well, not so
perfect.
Also, I took the time to render a pane of glass
instead of just spheres...so I could be like everyone else in the
class (see last image).
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Point Light (Hard Shadows), Perfect Reflection (see floor)
400x400 JPEG converted from 400x400 PPM output
64 samples per pixel
17.4 minutes
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Small Area Light and Non-Perfect Reflection
400x400 JPEG converted from 400x400 PPM output
256 samples per pixel
22.5 minutes
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In the image above, note how the area light
gives a soft shadow. Contrast this with the image below,
which has a bigger light and therefore casts even softer shadow.
Both images also have a floor that is not a perfect reflector.
The floor is 35% reflective and has a 0.2 radius normal
perturbation to give the fuzzy effect (easiest to see where the
red wall is reflected). The spheres are still perfect
reflectors.
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Large Area Light and Non-Perfect Reflection
400x400 JPEG converted from 400x400 PPM output
256 samples per pixel
24.0 minutes
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Another View with the Small Area Light
400x400 JPEG converted from 400x400 PPM output
256 samples per pixel
47.0 minutes
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Above: Another view of the same scene but with
a 0.05 radius normal perturbation on the floor.
Below: This is one of my favorite images to
date. Everyone else in the class seemed like they did some
sort of pane of glass to show total internal reflection, where
before I just did spheres. Here the Cornell box contains a
fuzzy reflected metal sphere (80% reflective, 0.035 radius normal
perturbation), a lambertian sphere (which is reflected in the
glass), a pane of green tinted glass, and a non-tinted glass
sphere. The floor is set at 50% gray, is 20% reflective, and
has a 0.05 radius normal perturbation for fuzzy reflection.
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Glass, Soft Shadows, and Fuzzy Reflection
400x400 JPEG converted from 400x400 PPM output
256 samples per pixel
1 hour, 20.3 minutes
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Executable compiled with Microsoft Visual Studio
.NET Professional and run on a Dell desktop with an Intel Pentium 4 1.8
GHz processor with 1.0GB of RDRAM running Microsoft Windows XP.
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email
at jasonwaltman
dot com |
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(c) 2000-2007 jason waltman |
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