CPSC 4050 / 6050

Fall 2014

Ooh It's So Shiny!

Homework Assignment 4

Due: Tuesday, March 4, 2014

ortho side
        view of shiny spheres

Orthographic side view of the spheres, with reflections and shading indicated

Problem Description:

In this assignment you are to extend your raycasting renderer to a full raytracer. We will still consider only spheres for geometry, but now we will be doing a global illumination calculation, which will account for all lights, shadows, and inter-reflections along the main mirror-reflection direction.

You are to upgrade your raycasting renderer from Programming Project 3. All of the sphere positions, sizes and colors should be the same as in the previous assignment, but now make all of your spheres strongly specular, with high specular exponents (100 for example). To do this, make the ambient color very dark (about 0.1 in value), and the diffuse color medium light (about 0.8 in value). The specular color of all spheres should be very light grey (about value 0.9). Also, this time make three lights, all of which are point lights. Make two light yellow lights at position (2, 0.5, 0), and (1, 0.5, -5). Make one light blue light at (-1, 1, 5). For simplicity,assume that a ray terminates when its attenuation factor reaches 1% or after 8 bounces, whichever occurs first.

Once you get the program working, experiment with different sphere and light arrangements, and values for your material characteristics until you get a picture that you think looks interesting.

Basic Requirements:

Your program should be named raytrace. The program should be able to render and display either a parallel projection or a perspective projection of the scene, and should allow a variable pixmap resolution for rendering the scene. The program commandline should have the format:

raytrace [l|v] [pixwidth] scene.txt [image-filename.ext]

with all command line parameters having the same meaning as in the previous assignments, except now there is a required scene description file scene.txt which contains both camera information and a description of the obects in the scene to be rendered. The formatting of this file is up to you.

Advanced Extensions (pick one):

1) Upgrade your raytracer to include refractions. Make one of the spheres a "crystal ball" to demonstrate this.

2) Make your lights spotlights, and experiment with adjusting their cone angle, exponent, and aim direction to see how this affects your images.

3) Antialias by shooting multiple rays per pixel.

Expected Output:

Here is what the output of the basic assignment should look like in perspective view, using the camera parameters from assignment 2. This image on the left is not antialiased, the image on the right is antialiased using 9 rays per pixel.

aliased balls
antialiased
              balls


Here is a view where the purple ball is made of glass, so there is refraction. I kept the ambient and diffuse color value of the purple ball at 0.1, and made the specular color's value 0.8. The coefficient of refraction was set to 1.5, and 9 rays were shot per pixel. The camera position was moved so that the green ball was entirely behind the purple ball.

crystal ball


General:

Please write the program in C++ , using OpenGL and GLUT graphics routines for the display. Make sure to put a header in each file of your code that gives a description of the program or object, your name, the date, and instructions on how it is used. Please turn in at least two different images you have made with your renderer.