Goal: Ray trace a scene where
- the only objects in the scene are generic spheres,
generic planes, generic cubes, generic squares, and
generic tapered cylinders, which may have been
- scaled
- translated
- rotated with respected to an axis
- in addition to color, the attributes of the generic sphere may
include material values for diffuse, specular, ambient color
- a positional light may be placed in the scene by specifying
its position
- the light has a diffuse, specular, and ambient component
- a value for global ambient light may be assigned
- shadows are correctly rendered
- speedup: extents are used around each
generic primitive (generic cube around the generic primitive is
test first; if hit, then primitive is tested)
- the camera is set up
- at position (eyex,
eyey, eyez),
- looking at point (look_atx,
look_aty, look_atz), with
- the original up-direction for the
camera being <upx,
upy, upz>.
- speed-up has been accomplished by more
wisely computing the ray's direction, for each ray.
- the scene (including camera information and sphere information)
has been described in a file using Scene Description Language
- (*10) value for backgroundColor
is now read in from the scene description file, using SDL
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