Add point lights with color to your ray tracer.
Add surface color, shading parameters and normals to your modeling primitives (sphere and triangle mesh).
Add Phong shading to your ray tracer.
Generate an image that contains at least two spheres, two triangle meshes and one white light. It can also contain more geometry and colored lights.
One of the triangle meshes should not be a box. If you include a box, its triangles may be flat-shaded, otherwise smooth-shade your objects.
Use different values for your shading parameters for each of your objects.
Initially create a high-resolution image (at least 512x512), and then use the pixel averaging algorithm from class to create an "anti-aliased" smaller image.
Post both of your images (in JPEG, TIFF or PNG format) in their native resolution (i.e. don't set their size in html) and code on a web site with the associated computation time.
Also post the parameter values that you used for your geometric primitives
(surface colors, 3 k's and 1 n).
There should be at least four different sets of these.
Also include the color of your light(s),
E-mail the URL of the web site to david AT cs.drexel.edu before the deadline (10/31/04).
You can find some SMF triangle mesh models here, including models for a box, a cylinder, a superellipsoid, a supertoroid, and a cow.
Last modified on November 21, 2004.