|
|
Super-Enhanced Accelerated Raytracera class project for CS348Bby Jeremy Ginsberg and Matt Ginzton June 1998 |
To learn more, check out the comp.graphics.rendering.raytracing FAQ.
|
|
Spread Out (768 x 398 JPEG) shows all of our raytracer's features... note the machined-bump surface of the cards, their natural bend, rounded corners, and detailed printing. also note the rounded dice, with indented pips and transparency. Extra large image also available (1536 x 795 JPEG, 715K). |
|
|
Feeling Lucky (512 x 384 JPEG) notice the internal shadowing of the pips in the dice. Extra large image also available (1024 x 768 JPEG, 461K). |
|
|
On the Table (512 x 512 JPEG) notice the inverted reflection in the pips, the roundedness of the die, and the distorted reflections it causes. Extra large image also available (1024 x 1024 JPEG, 375K). |
|
|
Die (500 x 500 JPEG) |
|
|
Cube in Cube (405 x 405 JPEG) demonstrates the cube-within-a-cube effect, which is a natural consequence of the shape of dice. It shows that we crafted the dice accurately, as this effect can also be seen in real dice. |
|
|
A First Attempt (512 x 512 JPEG) This was our first attempt at a scene. Nothing was enhanced here, except basic color texture mapping on the cards. This was the best image that we could make a mere 2 weeks before the end. |
|
|
A Second Attempt (500 x 500 JPEG) This was a later attempt. The die have CSG pips, the table is texture-mapped, but we still had a long way to go. |
Image rendering times were also problematic. For example, our largest image (the 1536 x 795 "Spread Out" scene) needed 6-8 hours from each of 8 Silicon Graphics Octane Workstations, working in parallel. This is why our best images were computed after the project deadline. For comparison, note that Pixar needed 46 days on 117 Sun Sparc 20's, with a total of 294 CPU's, to render the 110,000 frames in Toy Story. And they didn't even use much raytracing.