For this checkpoint I implemented reflection into my ray tracer as well as a psuedo-BRDF functionality where each surface has a new value associated with it which represents the angle between a vector going straight through the center of a right cone and the face. By perturbing the reflection vector within that cone, surface roughness can be simulated as seen on the metal sphere. I used a low count of 5 rays distributed a the jitter b/c my scene is not very colorful and too many rays result in each pixel simply being supersampled. Also, I forgot to post this in the past but I have multiple lights working as well. Note: only the left sphere is reflecting and doing jittered reflections.
Click the images to see them full-size
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| No Jitter |
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| Jitter .01 Radians |
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| Jitter .1 Radians |
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| Jitter .3 Radians |
ALSO LIGHTS
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| 3 colored lights + .3 Radians Jitter |
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