In this project, you will implement a basic ray tracer.
Skeleton code is available here. This code contains a number of files, including.
The methods that you need to implement are marked with 'TODO' in the code. The TODO lines print out a simple message when executed to help you identify what functions need to be implemented and where they are located. A code skeleton and driver framework is provided. You will need to implement object intersections, shading, and ray casting.
To run the tests, run ./ray_tracer -i <test-file>
, where test-file is one of the provided test files.
More detailed usage instructions are provided in the main.cpp file.
The tests are designed to be implemented and debugged in order and are intended to help you debug your implementation.
They will also be used for grading.
The code contains many comments explaining what needs to be done and what functions should do. It is very highly recommended to to read through the code and comments before you begin implementing things. Being aware of the functions and variables that are available to you with help you write your code.
Please package up your code before you submit it (tar.gz, tar.bz2, or zip). Your submission should contain all of the source files that you modified (it is okay but unnecessary to submit files that you did not modify). You should not modify main.cpp (if you submit a copy of this file, it will be overwritten by the original). As a general rule, you should not modify files that do not contain a TODO.
This project comes with a grading script, which you can run like this: "./grading-script.py .
".
Be sure to run this script before you submit your project (or checkpoint) to be sure that the program functions as you expect in grading mode.
If you receive a grade that differs from what you saw from the grading script, let the instructor know.
This project has one checkpoint. The checkpoint is intended to encourage you to start your project early. At the checkpoint, you will submit your project just as you would when it is due, and your program will be graded out of 30 points. No extra credit is possible at checkpoints. When your project is due, it will be graded out of 50 points, and extra credit will be given for scores higher than that. A maximum score of 60 is possible; the extra 10 points are extra credit.
The table below documents the tests. Along with a thumbnail showing what the result should look like, I make some potentially helpful notes about the test case. Click the thumbnail for a full-size image.
Some of the test cases come with a pixel trace. This trace provides detailed information about intermediate calculations that occured when calculating the color of one particular pixel in the image. The -x and -y options are provided to help you print out this information from your own implementation. Pixel traces allow you to identify the cause of a problem, which might otherwise be difficult to track down.
Thumbnail | Notes |
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00.txt 5 points pixel trace Bare minimum to getting started: flat shading, sphere intersections, casting rays. |
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01.txt 5 points Get the coordinate system oriented correctly, introduce colors. |
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02.txt 1 points Test image size and camera settings. |
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03.txt 1 points pixel trace Test irregular camera orientation. |
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04.txt 3 points Get basic plane intersections working. |
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05.txt 3 points pixel trace Add Phong shading (diffuse only) and handle point lights. |
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06.txt 1 points pixel trace Phong shading with sphere - diffuse only. |
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07.txt 1 points Phong shading colored material and colored light. Diffuse only. |
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08.txt 3 points pixel trace Add specular. |
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09.txt 1 points pixel trace Both diffuse and specular. |
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10.txt 1 points pixel trace Move light off center; break symmetry. |
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11.txt 1 points Colors with lights, diffuse, and specular. |
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12.txt 1 points Phong shading with full scene. |
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13.txt 1 points Add color to the lights; make sure things work with two lights. |
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14.txt 3 points Add background shader, introduce ambient light. |
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15.txt 1 points Shading test. |
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16.txt 1 points Specular shading test - test exponent. |
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17.txt 1 points Specular shading test - test exponent. |
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18.txt 1 points Specular shading test - test exponent. |
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19.txt 1 points Specular shading test - test exponent. |
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20.txt 5 points pixel trace Introduce basic shadows. This is also a bug test; there is a very bright light hidden under the ground. |
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21.txt 1 points Bug test: objects behind the light. |
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22.txt 1 points Bug test: object covering up the light. Since no light escapes, the image should only contain ambient light. |
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23.txt 1 points pixel trace Test recursion depth. |
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24.txt 1 points Test recursion depth. |
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25.txt 1 points pixel trace Test recursion depth. |
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26.txt 2 points pixel trace Simple triangle mesh |
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27.txt 2 points pixel trace Simple triangle mesh |
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28.txt 5 points pixel trace Large triangle mesh; this test will need the hierarchy |
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29.txt 5 points pixel trace Put different types of objects in the scene to test the hierarchy |