HW1: Ray-Object Intersections
CS 481 Homework, Dr. Lawlor
I'd like you to compute
ray-object intersections for a "sliced sphere": start with a hollow
sphere, and then remove slices from it. For example, this code
creates four slices per unit along the X axis:
if (fract(4.0*P.x)<0.5) { /* then P hit a slice */ }
If you don't hit the front of the sphere, check against the back of the
sphere. Keep in mind that the back of a sphere has surface normal
"N=-normalize(P);", since the normal should face inwards.
Your program should include:
- A raytraced sphere.
- Slices where the sphere is removed.
- The back side of each slice visible.
- The background visible where both slices are gone.
- Correct lighting, including both specular and diffuse components.
Turn in a
JPEG screenshot named "screenshot.jpg", and turn in your source code. I'd like them via Blackboard by Tuesday, February 7 before midnight.
For example, here's my screenshot: