Lecture Notes |
Example Code |
Homework |
| |
- HW2: Covers Blender object modeling. Due anytime Thursday, April 19 via email.
(modified 2012-04-10)
|
|
mesh2_deform--Deform vertices using a time-dependent shift.
.zip or
.tgz
(2012-03-27)
|
mesh1_read--Load a .obj model (from Blender), and draw the faces with random colors.
Also includes a raytraced sphere, with Z buffer hybrid rendering.
.zip or
.tgz
(2012-03-27)
|
|
- proj1: Project presentations are Tuesday, March 27th in class, and
final code is due Thursday, March 29th at midnight on Blackboard.
(modified 2012-03-22)
|
|
ray9_CPU--Raytrace on the CPU, not the graphics card. This lets you use true recursion, std::map, and other data structures not supported by the GPU.
.zip or
.tgz
(2012-04-30)
|
ray15_waterblobs--Refractive blobs, where rays can pass inside or outside.
.zip or
.tgz
(2012-03-06)
|
ray14_blobs--Render a blob object from a 3D distance field.
.zip or
.tgz
(2012-03-06)
|
ray13_cloud3D--Use a 3D texture to add mottled density to cloud layer.
.zip or
.tgz
(2012-03-01)
|
ray12_clouds--Volume renders a cloud layer, by reading "clouds.jpg" with the SOIL library.
.zip or
.tgz
(2012-02-23)
|
ray11_fogclumps--Patchy fog, integrated by stepping along each ray with a finite step size.
.zip or
.tgz
(2012-02-21)
|
ray10_fogball--Draw volume-rendered uniform gray fog inside a sphere. Try flying inside the sphere!
.zip or
.tgz
(2012-02-20)
|
| |
- 02_14_refraction:
Refracted Rays, Snell's Law, and Fresnel,
2012-02-13
- 02_07_recursion_reflection:
Recursive Raytracing, on GPU Hardware without Recursion,
2012-02-08
- 01_31_multi:
Raytracing Multiple Objects,
2012-01-30
- 01_26_ray_intersections:
Ray-Object Intersection for Planes, Spheres, and Quadrics,
2012-01-20
- 01_19_basics:
OpenGL and Vector Math Basics,
2012-01-20
|
ray9_stack--Use a simulated stack to follow both reflected and refracted rays.
.zip or
.tgz
(2012-02-16)
|
ray8_beach--Simple Fresnel approximation for water reflectance,
and a curvature approximation for caustics.
.zip or
.tgz
(2012-02-16)
|
ray7_refract--Refraction, where rays bend when entering or leaving the "water".
.zip or
.tgz
(2012-02-13)
|
ray6_ground--Raytrace everything, including the ground. Virtually nothing left in C++.
.zip or
.tgz
(2012-02-07)
|
ray5_reflect--True reflections, using a tail recursion style iterative bounce reflection scheme.
.zip or
.tgz
(2012-02-07)
|
ray4_functions--Include shadow rays, and support multiple objects using a clean "ray_hit_t" structure.
.zip or
.tgz
(2012-02-07)
|
ray3_multi--Raytrace two objects in a single pass.
.zip or
.tgz
(2012-02-01)
|
ray2_hybrid--Combine raytraced and non-raytraced geometry via the depth buffer.
.zip or
.tgz
(2012-01-30)
|
ray1_disk--Run a 3D ray-plane intersection calculation, including diffuse+specular lighting.
.zip or
.tgz
(2012-01-26)
|
gl_disk--A simple fragment shader that draws a unit-radius 2D disk, centered at the origin.
.zip or
.tgz
(2012-01-24)
|
nonlinear_vertex--Draw a simple gridded plane, divided into pieces suitable for manipulation in a vertex shader.
Used for HW0.
.zip or
.tgz
(2012-01-20)
|
|
- HW1: Covers ray-object intersections.
Due anytime on or before Tuesday, February 7 on Blackboard.
(modified 2012-01-27)
- HW0: Covers GLSL and nonlinear vertex transformations.
Due anytime on or before Tuesday, January 31 on Blackboard.
(modified 2012-01-20)
|