Add refractive transmission to your Hall shading model.
Create a scene that contains at least two spheres and three non-box triangle meshes, and two light sources, with at least one white light. At least one sphere and one mesh should be refractive, clear and glass-like. Also add a "floor" that your shadows can be seen on. Be sure to position your refractive objects so they are close to the camera and in way that something is seen through them. Also use adaptive supersampling with two levels of subdivision.
You do not need to add specular transmission from the light sources to your shading calculations.
Post your image (in TIFF or PNG format with at least 1024 x 1024 resolution) in its native resolution (i.e. don't set their size in html) on a web site, with the associated computation time and shading parameter values.
Tell me what file contains your refraction code. Direct me to the exact functions and lines in the file.
Upload your software to Bb Learn.
E-mail the URL of the web site to david AT cs DOT drexel DOT edu and upload your software before the deadline.
You can find SMF triangle mesh models here.
Last modified on June 11, 2016.