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Progress

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.

Index

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
2021-01-21T01:58 After working through subtle transform bugs, occlusion is working, meaning we cast shadows!
2021-01-21T01:58 Specular reflection! Completely skips BSDFs / material properties
2021-01-26T00:43 Implemented matte materials (angle 1)
2021-01-26T00:44 Implemented matte materials (angle 2)
2021-01-26T20:54 Implemented Oren-nayar microfacet, to control roughness
2021-01-26T23:47 Implemented disk collision
2021-01-27T19:18 Triangle meshes, and the stanford bunny! (180+ seconds to render!)
2021-01-28T21:56 Triangle meshes, now accelerated by a BVH! (4 seconds to render!)
2021-01-28T22:48 Full res bun. 47 seconds to render in release mode.
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!