Monday, July 19, 2010

Ray casting

VERY basic ray casting implemented. Only 3 types of primitives, major cheating and hard-coding going on, but hey--it works. (Somewhat).



For comparison, here is a Maya software render of a similar scene:



Now that I look at those two, I realize the "ray-casting" algorithm I pulled out of my ass is clearly wrong. Damn. Looks like I will actually have to reference my old CIS460 notes. Groooaan.

UPDATE: Figured out what my problem was. I was calculating color values based on distance from the light, not the angle between the point on the surface and the light. Laziness: 1, Actually knowing what I'm doing: 0

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