For Graphics II, we had to implement a raytracer, and then add anti-aliasing and a feature of our choice. I selected mirrored surfaces.

First, anti-aliasing. Here are a few pictures of the same image rendered with a different number of passes to change the smoothness.

Using one pass

Using one pass


Using 5 passes.

Using 5 passes.


Using 50 passes.

Using 50 passes.

And lastly, here’s a scene of several spheres, some of which are reflective.

A set of spheres, some of which are mirror-like.

A set of spheres, some of which are mirror-like.


A reflective sphere next to some triangles.

A reflective sphere next to some triangles.


A mirrored sphere in the center of four other sphere.

A mirrored sphere in the center of four other sphere.


More spheres!

More spheres!

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