Here are images of the Earth, the Moon, Mars and Jupiter that you can use as the texture map for your sphere.
Implementing procedural texture maps will involve writing a function that takes a 3D point and returns an RGB color.
Make an image, with 2 levels of adaptive anti-aliasing, that contains at least one sphere and one non-box triangle mesh that use texture maps, along with at least one white light.
Add spot lights (the one described in lecture 3) to your ray tracer (2 points).
This will involve adding a direction vector DL, a cone angle α, and fall-off parameter nL to your point lights.
Make an image that demonstrates the edge of your light cone and that its intensity falls off as it approaches the edge. The image should include at least one sphere and one mesh. Be sure that your spot lights shine on these objects.
Add transformed cylinders (3 points) to your ray tracer. Make an
image with at least two different transformed (translated, rotated and scaled)
The cylinders should have caps, which have a single normal that is different from the sides.
Add tessellated Bezier patches (2 points) and superellipsoids (2 points) to your ray tracer. Make an image with at least two transformed (translated, rotated and scaled) objects of each primitive.
Post your image(s) (in TIFF or PNG format with at least 1024 x 1024 resolution) in its(their) native resolution (i.e. don't set their size in html) on a web site, with the associated computation time and shading/lighting parameter values.
Tell me which files contain the code for your extra credit features. Direct me to the exact functions and lines in the files.
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 12, 2016.