Tony's Raytracer Page

Raytracer Images

This was my first raytraced image. Our professor overestimated the level of people entering his course, and wanted us to build a raytracer capable of raytracing arbitrary quartic implicit-function objects (Ax^4 + Bx^3 + Cx^2 + Dx + E) (which allows for a torus, among other things) in about a week and a half. I ended up, instead, putting a "Taurus" in the picture, as laid out in the little purple spheres. (If you can't see it, find an astronomy major, or an astrologist). There is also a "dipper" that you can only see reflected in a sphere on the right.

These two images are a pair, demonstrating the depth-of-field effect. The image on the left is completely in focus - something that is very easy for computer graphics, and difficult for real cameras. By simulating what real cameras have to deal with as far as light refraction and lens abberation, we get the image on the right. The rings of colored balls are exactly the same size, one is just in front of the middle white ball, and one is behind it. The ring in front reflects off of the ball, and the ring behind refracts through it. Notice that, although the actual balls themselves aren't in focus, the reflections and refractions of them are in focus.

This image was my first attempt at procedural texture generation. Traditionally textures are hand drawn or painted. Using a computer, however, you can have it generate randomized textures and create complex effects without having to make them each by hand. All of the objects in this scene are either perfectly flat or perfectly spherical. The watery, oily surface looks wavy because of a "bump map" that lies to the renderer and says that it's bumpy, when it really is flat. You can see this by finding the shadow of the triangular piece, and seeing that the edges of the shadow are straight lines.

This image was one of the last ones I did with my rayrtracer.By then I had gotten more arbitrary functions to work (hyperbola, torus), but I was a bit frustrated in how long it takes to set up a scene. I think I could duplicate this scene pretty closely in Maya within 30 minutes, easily. That said, I do like the clouds in this one, and the way they reflect and refract around a bunch, as well as the reflective sheen on the wooden pieces.

This image was a study in creating caustics (the concentration or diffusion of light from reflective and refractive objects). The only light in the scene is directly above the sphere object. I used bidirectional raytracing to get the effects. The "swimmy" effect on the walls and other surfaces was due to numerical imprecision of the bidirectional processes. | WebSite by  |  Valid CSS  |  Valid HTML