Kayıtlar

Nisan, 2018 tarihine ait yayınlar gösteriliyor

Homework 4 - All About Textures (Textures, Perlin Texture, Bump Mapping)

Resim
In the fourth assignment of CENG795, we are expected to introduce many new features to the ray tracer, such as: Textures: Interpolation Types: nearest, bilinear Decal Modes: Replacing Color, Replacing Diffuse Constant, Blending Diffuse Constant Appearance: Repeat, and Clamp  Perlin Texture: Appearance: Vein and Patch  Bump Mapping for both Textures and Perlin Textures. For reading texture data I used stb_image.h( https://github.com/nothings/stb ). To create perlin noise, and to calculate bump normals, I used the techniques that were mentioned in the lectures.  I couldn't get similar results with given bumpmapMultiplier values for normal textures(not perlin ones), I slightly changed the values for achieving similar results.  My results: bump_mapping_basic.png bump_mapping_transformed.png (bumpmapMultiplier ->75.0) ellipsoids_texture.png galactica_dynamic.png galactica_static.png killeroo_bump_walls.png (bump...

Homework 3 - Transformations, Instancing, Distribution Ray Tracing

Resim
In the third assignment of CENG795, we are expected to introduce many new features to the ray tracer, such as:  Transformations  Instancing  Smooth shading  Distribution Ray Tracing Depth of field Soft shadows (area lights) Glossy reflections Motion blur Simple Camera(Constructed with fov, distance, and aspect ratio) PLY parsing Transformations and Instancing: First I implemented basic transformation classes and matrix operations. If a mesh instance, a sphere, or a primitive triangle has some transformations, I apply them to their bounding boxes for keeping the order of the bvh. For instancing, I separated mesh triangles and primitive triangles.  Primitive triangles and spheres convert the ray into their local space to check if it intersects.  Mesh instances converts the ray into local space of the their meshes to check if it intersects. Meshes and mesh triangles doesn't apply any transformation, they expect rays from their space. I...