Geometric Intersections: Calculate geometric intersections between camera
rays and triangles in the input model. Return white when hitting an object.
Barycentric Interpolation: Implement barycentric interpolation to calculate
the value of the normal vector at the position of the intersection calculate in
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the previous task, and return it as an GB value
Blinn- : Calculate Blinn-Phong shading considering every light
present in the scene.
Shadow Rays: Include shadows in your shaded result, also considering every
light source in the scene.
Impulse Reflection: Use the material properties to verify if the object is
mirrored. If it is, calculate the reflected value which should be combined
with the object’s colour accordingly (values are 0 to 1)
Refraction: Use the material properties to verify if the object is transparent
(values are 0 or 1). If it is, calculate the refraction ray keeping track of the
correct OR and the appropriate shaded result when it hits an opaque
object. Pay attention to total internal reflection, and consider how shadows
may be affected by refraction. Make sure the refracted ray actually
intersects the physical light.
Fresnel: Implement the Fresnel equations (e.g. Schlick approximation),
which will transform part of the refracted light into reflection, and also part
of the diffuse (considered internal refraction) into reflection. Combine
results accordingly.
Monte-Carlo sampled indirect lighting: replace the ambient component of
your computation with a value calculated using monte-carlo sampling. The
code is set up to run as a path tracer when this checkbox is on, so a single
indirect ray per loop should suffice. Pay attention to how the samples are
generated so the result is unbiased.
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