This folder has screenshots of various milestones in the development of the development of this raytracer, so I can see how far I've come.
Image |
Date |
Description |
|
2021-01-06T01:32 |
The first image generated by the render loop, before we even have any actual raytraces |
|
2021-01-06T01:36 |
A gradient in the x direction, to confirm we're writing meaningful data to the film |
|
2021-01-06T02:11 |
Added Spectrum color to the film and ray tracer, along with a sample gradient |
|
2021-01-06T21:35 |
Ray->Sphere intersections, along with tweaking the rays generated by the camera |
|
2021-01-06T23:23 |
Hacked in a simple shading method to test the sphere intersection normal calculation |
|
2021-01-07T02:15 |
Added a simple PrimitiveList shape for multiple objects, and implemented point lights |
|
2021-01-15T02:35 |
Implements camera transforms for a perspective camera correctly, so we can have field-of-view |
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2021-01-21T01:58 |
After working through subtle transform bugs, occlusion is working, meaning we cast shadows! |
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2021-01-21T01:58 |
Specular reflection! Completely skips BSDFs / material properties |
|
2021-01-26T00:43 |
Implemented matte materials (angle 1) |
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2021-01-26T00:44 |
Implemented matte materials (angle 2) |
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2021-01-26T20:54 |
Implemented Oren-nayar microfacet, to control roughness |
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2021-01-26T23:47 |
Implemented disk collision |
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2021-01-27T19:18 |
Triangle meshes, and the stanford bunny! (180+ seconds to render!) |
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2021-01-28T21:56 |
Triangle meshes, now accelerated by a BVH! (4 seconds to render!) |
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2021-01-28T22:48 |
Full res bun. 47 seconds to render in release mode. |
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2021-01-29T22:48 |
First pass at pure transmission. Things are really dark because I don't have lots of lights, and I'm not mixing it correctly. |
|
2021-01-30T00:55 |
More materials! Mirrors, Plastics, and Glass, oh my! |