In an effort to stay on top of things and to take advantage of my current "dedication wind" I decided to get into the code today and implement the shadows portion. The changes where not too hard to implement.
Everything is brute force at the moment, but hey, it works! Im looking to implement a radius parameter into my point light to mimic faux area lights. In the meantime here is a little image
Next up... i dont really know. I want to implement multi-threading as well as specular shading. I also need to add more primitives because im getting kind of sick of these spheres.
Monday, September 13, 2010
Sunday, September 12, 2010
Materials (Matte) and PointLight
I had to take a break in development because we had a very demanding project at work. That and I have also been playing around with the beta version of a very strong and cool raytracer.
After the small hiatus I finally got around to add light and material support. Here is a small image.
Next up: shadows and specular reflections
After the small hiatus I finally got around to add light and material support. Here is a small image.
Next up: shadows and specular reflections
Monday, August 9, 2010
Depth Of Field
Finally after a long pause in development I made the time to figure out why my depth of field implementation was crashing the whole renderer. After a little bit of work spent on getting the code to compile on my linux station, I was ready to track down and kill all the bugs that where killing my renderer. Eventually i found it somewhere in the initializations of my camera's sampler member. Once that was sorted out i managed to get the following little image. Next up? Materials and lights!
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