Highlights
Task:
1 Mandatory Tasks
For each task below, add at least one image in the readme demonstrating the results. The code that you used for all tasks should be provided.
1.1 Ray Tracing Spheres
Modify the given program to support the rendering of multiple spheres in general position. Note that the provided code is only an example and the collision code that it uses is not general. You need to reimplement it from scratch. For this step, use simple Lambertian shading.
1.2 Shading
Extend your ray tracer to support ambient and specular lighting. Render a scene with multiple spheres with different colors and different material properties (one sphere should be purely diffuse, another one specular). Add a second light source to your scene.
1.3 Perspective Projection
Extend your ray tracer to support perspective projection and re-render the scenes you created in the previous tasks, showing the difference between the two projections.
1.4 Ray Tracing Triangle Meshes
Extend your ray tracer to load meshes in off format. Load the two meshes provided in the data folder and add them to your scene. Render them with different colors. Suggestion: You can store your mesh with two Eigen arrays V and F. V is a float array (dimension #V x 3 where #V is the number of vertices) that contains the positions of the vertices of the mesh, where the i-th row of V contains the coordinates of the i-th vertex. F is an integer array (dimension #faces x 3 where #F is the number of faces) which contains the descriptions of the triangles in the mesh. The i-th row of F will contain the indices of the vertices in V that form the i-th face, sorted counter-clockwise.
1.5 Shadows
Add shadows to the previous scene.
1.6 Reflections on the floor
Add a mirror that reflects all objects in the scene. To simplify this task, you can simply transform the entire " floor" of the scene into a mirror.
1.7 Parallelization
Each pixel of the scene can be rendered independently. Integrate Intel TBB in your project and use the parallel for to distribute the computation over all the available cores.
1.8 Animation
Create a simple animation by rendering multiple frames while moving the position of the camera and of the light source.
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