Blog articles tagged 'raytracing'

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on 12/8/2011 4:00 PM
In this post I will introduce the concept of textures (and apply it to our plane-primitive) and explain why I choose to add a fog effect. This is the texture we are going to tile to our “floor”: What is … Weiterlesen →
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on 12/8/2011 8:00 AM
Today we start adding another primitive to the scene – a plane. This is what we are looking for: and here is the code that will finally render this: But before going into the implementation of the Plane.Create method let’s … Weiterlesen →
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on 12/7/2011 9:00 AM
It’s time for one of flagship-features of ray tracing: reflection. Indeed this will be rather easy (again) – we basically did have every thing we need already – all that is left is to introduce some recursion in the tracing … Weiterlesen →
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on 12/6/2011 4:00 PM
This time we are going to add specular lightning – this will add “shiny”ness on objects. The basic idea is simple: we reflect the currently traced ray, at the hit-point (using the normal of the object at this point) and … Weiterlesen →
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on 12/6/2011 8:30 AM
This time we will see how to add shadows to our scene. Imagine this scene: that is generated by this snippet: The basic idea is to only use a directional light (ambient will always be used) if there is no … Weiterlesen →
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on 12/5/2011 4:00 PM
Finally we will produce some output. And after the work we did so far it will be rather easy. The last “hard” part will be the shading: First (very) simple shading The idea is very simple. A object will reflect … Weiterlesen →
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on 12/5/2011 8:30 AM
In order to trace a ray we have to decide if a given ray hits a object in our scene. In this post I want to show you how to do this for the classic case of a sphere. Indeed … Weiterlesen →
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on 12/5/2011 8:00 AM
This time we will have a look at two types that will help us on your way. First I will show you how I implemented a ray-type for representing the most important aspect of ray-tracing itself and then I will … Weiterlesen →
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on 12/2/2011 3:30 AM
As I mentioned here I will write a series on Raytracing in F#. Borrowing the famous “fun in coding” theme I choose the name and did bring up a very simple one that will draw colored spheres with a simple … Weiterlesen →
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on 11/29/2011 9:42 PM
I decided to do some writing on Raytracing using F# next. I always loved Raytracers (the very first I saw was written in QBasic and just showed a gray scale shaded ball in the center of the screen (maybe with … Weiterlesen →
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