Raytracer
Ever since the days I played with programs like Neon Grafix 3D for OS/2 (it was around the year 1996), raytracing was for me what rocket science is for physicists: about the coolest thing you could do.
Years later, at the University, I learned how raytracers work, and got the chance to peak a little deeper into the black art of raytracer programming. So I made my own little raytracer as an exercise. It can do
- Boxes and spheres
- 2 sorts of materials: Lambert and Phong
- Pointlights and directional light
- Shadows
- Antialiasing (4x, 9x or higher)
- Reflections
- Refractions (translucent objects)
Since the department of computer graphics doesn’t own a Mac and I wanted to work on my iBook, I did it in standard C++ using the portable multimedia framework SDL for displaying the picture. It was no problem to then compile a Version for OSX and for Windows.
It is a technology demonstration, a personal exercise, and not a releasable product, so don’t expect an interface, or massive speed optimisations. Also the scenery is defined in the source, there is no input format.
If you are interested in the source code, feel free to email me!
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