CS431 ImagesAssignment 1
Assignment 2See assignment 4 below. Assignment 4 images show all the required features for assignment 2. Assignment 3 was submitted before I got specular highlights on triangle meshes to work correctly. Assignment 3Viewing Parameters: Eye Point: (0, 0, 6000) Lights: Point light at (250, -250, 300) Objects and Shading Parameters: Sphere 1: ka = 0.1, kd = 0.4, ks = 0.5, n = 30, color = (1,1,0), center = (0,0,0), radius = 40 Sphere 2: ka = 0.3, kd = 0.4, ks = 0.3, n = 15, color = (0,0,1), center = (0, 30, 0), radius = 30 Sphere 3: ka = 0.3, kd = 0.4, ks = 0.3, n = 15, color = (1,0,0), center = (75, 0, 0), radius = 30 Sphere 4: ka = 0.3, kd = 0.4, ks = 0.3, n = 15, color = (0,1,0), center = (75, -120, 0), radius = 30 bound_sphere_lo.smf: ka = 0.3, kd = 0.4, ks = 0.3, n = 15, color = (0, 1, 1), scaled by 75, translated down 120 bunny_200.smf: ka = 0.3, kd = 0.4, ks = 0.3, n = 15, color = (1, 1, 1), scaled by 75, translated right 160, up 20 bunny_1000.smf: ka = 0.3, kd = 0.4, ks = 0.3, n = 15, color = (1, 1, 0), scaled by 75, translated right 160, down 70 Output Images With Uniform Spacial Subdivision: 1.5 minutes With No Acceleration: 9.5 minutes Assignment 4I rendered the same scene as for assignment 3, so the viewing parameters are above. No anti-aliasing: 262,144 rays cast. 24.06 seconds to render. Pixel averaging: 1,048,576 rays cast. 106.44 seconds to render. Adaptive super-sampling: 1,790,304 rays cast. 188.57 seconds to render. Adaptive super-sampling: Intensity proportional to number of rays cast per pixel. Comparison Image: 300% zoom Assignment 5Three Rendered Images Viewing Parameters: Lights Geometry Bound lo sphere (top left): ka = 0.2, kd = 0.3, ks = 0.1, kr = 0.4, n = 50, color = (0, 0, 1) Sphere 1 (lower left): ka = 0.2, kd = 0.2, ks = 0, kr = 0.6, n = 100, color = (1, 1, 1) Plane (floor): ka = 0.5, kd = 0.5, ks = 0, kr = 0, n = 1, color = (0, 1, 0) Scene rendered with the Hall model shading (shadows, reflections, and updated specular angle) with adaptive super-sampling. Super-sampling stops recursing after two subdivisions, and reflections stop recursing after 10 rays are followed. I set the default (background) color to a light blue instead of black… with a green ground plane, it kinda looks like grass and sky reflecting in the spheres. The first image shows a combination of ambient, diffuse, specular and reflective shading on the large sphere mesh. The second image has a cow mesh instead of the bunny 200 mesh, and it’s set to high reflection:
In the third image, I moved the spheres closer to the triangle meshes so you could more clearly see things reflected in them. I also added a second point light behind everything so the back of the spheres wouldnt be dark in the reflections.
Extra Credit AssignmentI have rendered two images. One shows 2D and 3D texture mapping, and the other spot lights. 2D and 3D Texture Mapping Viewing Parameters: Lights: Geometry:
Spot Lights Viewing Parameters: Lights: Geometry:
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