Add more to writeup
This commit is contained in:
parent
33f3cadeba
commit
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15 changed files with 203 additions and 67 deletions
1
assignment-1b/.gitignore
vendored
1
assignment-1b/.gitignore
vendored
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@ -7,3 +7,4 @@
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*.pdf
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perf.data*
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flamegraph.svg
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showcase.png
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@ -7,9 +7,10 @@ ZIP := zip
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PANDOC := pandoc
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CONVERT := convert
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HANDIN := hw1b.michael.zhang.zip
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HANDIN := ./hw1b.michael.zhang.zip
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BINARY := ./raytracer1b
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WRITEUP := writeup.pdf
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WRITEUP := ./writeup.pdf
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SHOWCASE := ./showcase.png
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SOURCES := Cargo.toml $(shell find -name "*.rs")
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EXAMPLES := $(shell find examples -name "*.txt")
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@ -31,9 +32,12 @@ $(BINARY): $(SOURCES)
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cargo build --profile release-handin
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mv target/docker/release-handin/raytracer1b $@
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$(HANDIN): $(BINARY) $(WRITEUP) Makefile Cargo.toml Cargo.lock README.md $(EXAMPLES_PNG) $(EXAMPLES_PPM)
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$(HANDIN): $(BINARY) $(WRITEUP) Makefile Cargo.toml Cargo.lock README.md $(EXAMPLES_PNG) $(EXAMPLES_PPM) $(SHOWCASE)
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$(ZIP) -r $@ src examples $^
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$(SHOWCASE): examples/soft-shadow-demo.png
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cp $< $@
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examples/%.ppm: examples/%.txt $(SOURCES)
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cargo run --release -- -o $@ $<
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@ -44,4 +48,6 @@ writeup.pdf: writeup.md $(EXAMPLES_PNG)
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$(PANDOC) -o $@ $<
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clean:
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rm -f $(HANDIN) $(BINARY) $(WRITEUP) $(EXAMPLES_PPM) $(EXAMPLES_PNG)
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rm -rf target/docker \
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$(HANDIN) $(BINARY) $(WRITEUP) $(SHOWCASE) \
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$(EXAMPLES_PPM) $(EXAMPLES_PNG)
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@ -14,6 +14,10 @@ sources, and the ppm files are the corresponding outputs. They have been
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generated by running this program. For convenience, pngs have also been provided
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using imagemagick.
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## Showcase image
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The showcase image can be found at `/showcase.png`.
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## Building from source
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The Makefile currently uses Docker to produce a more consistent build. If you
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15
assignment-1b/examples/depth-cueing-demo.txt
Normal file
15
assignment-1b/examples/depth-cueing-demo.txt
Normal file
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@ -0,0 +1,15 @@
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|||
imsize 640 480
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eye -2.5 2 -5
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viewdir -0.2 0 -1
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hfov 90
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updir 0 1 0
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bkgcolor 0.4 0.4 0.4
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||||
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||||
depthcueing 0.4 0.4 0.4 1 0.1 60 0
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||||
light 0 5 -7.5 1 1 1 1
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||||
mtlcolor 1 0.8 0.7 1 1 1 0.6 0.6 0 10
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sphere -5 2 -10 2
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sphere -3 2 -20 2
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sphere 1.5 2 -30 2
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sphere 13 2 -60 2
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@ -3,21 +3,21 @@ eye 0 0 15
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viewdir 0 0 -1
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hfov 90
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updir 0 1 0
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bkgcolor 0.1 0.1 0.1
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bkgcolor 0.4 0.4 0.4
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||||
light 0 3 3 0 0.3 0.3 0.4
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light 0 5 5 1 0.7 0.7 0.8
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mtlcolor 0 1 0 1 1 1 0 0.4 0 1
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mtlcolor 0.6 1 0.4 1 1 1 0 0.4 0 1
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sphere -10 0 0 2
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mtlcolor 0 1 0 1 1 1 0.2 0.4 0 1
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mtlcolor 0.6 1 0.4 1 1 1 0.2 0.4 0 1
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sphere -5 0 0 2
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mtlcolor 0 1 0 1 1 1 0.4 0.4 0 1
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mtlcolor 0.6 1 0.4 1 1 1 0.4 0.4 0 1
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sphere 0 0 0 2
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mtlcolor 0 1 0 1 1 1 0.6 0.4 0 1
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mtlcolor 0.6 1 0.4 1 1 1 0.6 0.4 0 1
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sphere 5 0 0 2
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mtlcolor 0 1 0 1 1 1 0.8 0.4 0 1
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mtlcolor 0.6 1 0.4 1 1 1 0.8 0.4 0 1
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sphere 10 0 0 2
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@ -3,21 +3,21 @@ eye 0 0 15
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viewdir 0 0 -1
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hfov 90
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updir 0 1 0
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bkgcolor 0.1 0.1 0.1
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bkgcolor 0.4 0.4 0.4
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light 0 3 3 0 0.3 0.3 0.4
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light 0 5 5 1 0.7 0.7 0.8
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mtlcolor 0 1 0 1 1 1 0.2 0 0 1
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mtlcolor 0.6 1 0.4 1 1 1 0.2 0 0 1
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sphere -10 0 0 2
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mtlcolor 0 1 0 1 1 1 0.2 0.2 0 1
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mtlcolor 0.6 1 0.4 1 1 1 0.2 0.2 0 1
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sphere -5 0 0 2
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mtlcolor 0 1 0 1 1 1 0.2 0.4 0 1
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mtlcolor 0.6 1 0.4 1 1 1 0.2 0.4 0 1
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sphere 0 0 0 2
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mtlcolor 0 1 0 1 1 1 0.2 0.6 0 1
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mtlcolor 0.6 1 0.4 1 1 1 0.2 0.6 0 1
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sphere 5 0 0 2
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mtlcolor 0 1 0 1 1 1 0.2 0.8 0 1
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mtlcolor 0.6 1 0.4 1 1 1 0.2 0.8 0 1
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sphere 10 0 0 2
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@ -3,21 +3,21 @@ eye 0 0 15
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viewdir 0 0 -1
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hfov 90
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updir 0 1 0
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bkgcolor 0.1 0.1 0.1
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bkgcolor 0.4 0.4 0.4
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light 0 3 3 0 0.3 0.3 0.4
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light 0 5 5 1 0.7 0.7 0.8
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mtlcolor 0 1 0 1 1 1 0.1 0.2 0 15
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mtlcolor 0.6 1 0.4 1 1 1 0.2 0.2 0 15
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sphere -10 0 0 2
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mtlcolor 0 1 0 1 1 1 0.1 0.2 0.2 15
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mtlcolor 0.6 1 0.4 1 1 1 0.2 0.2 0.2 15
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sphere -5 0 0 2
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mtlcolor 0 1 0 1 1 1 0.1 0.2 0.4 15
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mtlcolor 0.6 1 0.4 1 1 1 0.2 0.2 0.4 15
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sphere 0 0 0 2
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mtlcolor 0 1 0 1 1 1 0.1 0.2 0.6 15
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mtlcolor 0.6 1 0.4 1 1 1 0.2 0.2 0.6 15
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sphere 5 0 0 2
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mtlcolor 0 1 0 1 1 1 0.1 0.2 0.8 15
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mtlcolor 0.6 1 0.4 1 1 1 0.2 0.2 0.8 15
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sphere 10 0 0 2
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16
assignment-1b/examples/multiple-lights-demo.txt
Normal file
16
assignment-1b/examples/multiple-lights-demo.txt
Normal file
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@ -0,0 +1,16 @@
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imsize 640 480
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eye 0 0 -2
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viewdir 0 0 -1
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hfov 90
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updir 0 1 0
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bkgcolor 0.4 0.4 0.4
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light -5 5 -7.5 1 1 1 1
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light 5 5 -7.5 1 1 1 1
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mtlcolor 0.4 0.6 1 1 1 1 0.2 0.6 0 10
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sphere 0 -2 -10 2
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mtlcolor 0.8 0.4 0.4 1 1 1 0.2 0.6 0 10
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sphere -2.5 2.5 -10 1
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sphere 2.5 2.5 -10 1
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@ -3,21 +3,21 @@ eye 0 0 15
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viewdir 0 0 -1
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hfov 90
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updir 0 1 0
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bkgcolor 0.1 0.1 0.1
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bkgcolor 0.4 0.4 0.4
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light 0 3 3 0 0.3 0.3 0.4
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light 0 5 5 1 0.7 0.7 0.8
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mtlcolor 0 1 0 1 1 1 0.1 0.2 0.4 2
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mtlcolor 0.6 1 0.4 1 1 1 0.2 0.2 0.4 2
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sphere -10 0 0 2
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mtlcolor 0 1 0 1 1 1 0.1 0.2 0.4 6
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mtlcolor 0.6 1 0.4 1 1 1 0.2 0.2 0.4 6
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sphere -5 0 0 2
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mtlcolor 0 1 0 1 1 1 0.1 0.2 0.4 10
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mtlcolor 0.6 1 0.4 1 1 1 0.2 0.2 0.4 10
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sphere 0 0 0 2
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mtlcolor 0 1 0 1 1 1 0.1 0.2 0.4 50
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mtlcolor 0.6 1 0.4 1 1 1 0.2 0.2 0.4 50
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sphere 5 0 0 2
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mtlcolor 0 1 0 1 1 1 0.1 0.2 0.4 100
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mtlcolor 0.6 1 0.4 1 1 1 0.2 0.2 0.4 100
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sphere 10 0 0 2
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@ -1,37 +1,37 @@
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imsize 640 480
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imsize 1920 1080
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eye 0 0 15
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viewdir 0 0 -1
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hfov 60
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updir 0 1 0
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bkgcolor 0.1 0.1 0.1
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bkgcolor 0.4 0.4 0.4
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depthcueing 0.1 0.1 0.1 1 0.2 100 0
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depthcueing 0.4 0.4 0.4 1 0.1 60 0
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light -10 10 -3 0 0.8 0.8 0.8
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light -10 10 -3 1 0.8 0.8 0.8
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mtlcolor 0 0.5 0.5 1 1 1 0.2 0.4 0 10
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mtlcolor 0 0.5 0.5 1 1 1 0.2 0.7 0.2 10
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sphere -1 -2 -5 2
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sphere 3 -5 -1 0.5
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sphere 10 -10 -40 1
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mtlcolor 0.5 0.5 1 0.4 0.4 0.4 0.2 0.4 0 10
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mtlcolor 0.5 0.5 1 0.4 0.4 0.4 0.2 0.7 0.4 10
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sphere 1 2 -3 3
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sphere -6 3 -4 1
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mtlcolor 1.0 0 0.5 0.6 0.4 0.2 0.2 0.4 0 10
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mtlcolor 1.0 0 0.5 0.6 0.4 0.2 0.2 0.6 0.8 10
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sphere 20 20 -50 6
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mtlcolor 0.5 0 0.5 0.6 0.4 0.2 0.2 0.4 0 10
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mtlcolor 0.5 0 0.5 0.6 0.4 0.2 0.2 0.5 0 10
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sphere -6 -4 -8 7
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mtlcolor 0.8 0 0.3 0.6 0.4 0.2 0.2 0.4 0 10
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mtlcolor 0.8 0 0.3 0.6 0.4 0.2 0.2 0.4 0.2 10
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cylinder -2 2 -3 0 0 5 1 4
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mtlcolor 0.8 0.8 0.3 0.6 0.4 0.2 0.2 0.4 0 10
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mtlcolor 0.8 0.8 0.3 0.6 0.4 0.2 0.2 0.8 0.2 10
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sphere -40 35 -80 7
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sphere -25 20 -60 5
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sphere -12.5 15 -40 3
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sphere -6 11 -20 1.5
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sphere -7 14 -30 2
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mtlcolor 0.5 1 0.5 0.2 0.4 0.8 0.2 0.4 0 10
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cylinder 5 1 -2 1 -2 1 1 2
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@ -4,15 +4,16 @@ viewdir 0 0 -1
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hfov 60
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updir 0 1 0
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bkgcolor 0.5 0.5 0.5
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depthcueing 0.5 0.5 0.5 1 0.4 40 20
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depthcueing 0.5 0.5 0.5 1 0.4 60 0
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light 10 10 -10 1 1 1 1
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mtlcolor 0.5 1 0.5 1 1 1 0.2 1 0 10
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sphere 5 5 -20 5
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sphere -5 -5 -20 5
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mtlcolor 0.5 1 0.5 1 1 1 0.2 1 0.1 5
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sphere 4.5 4.5 -20 4.5
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sphere -4.5 -4.5 -20 4.5
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mtlcolor 1 0.5 0.5 1 1 1 0.2 1 0 10
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mtlcolor 1 0.5 0.5 1 1 1 0.2 0.8 0 5
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sphere -10 0 -30 4
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sphere -20 0 -30 4
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sphere -30 0 -30 4
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@ -4,7 +4,7 @@ use ordered_float::NotNan;
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use crate::{ray::Ray, utils::min_f64};
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use super::{illumination::IntersectionContext};
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use super::illumination::IntersectionContext;
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#[derive(Debug)]
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pub struct Sphere {
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&self,
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ray: &Ray,
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) -> Result<Option<IntersectionContext>> {
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let a = ray.direction.x.powi(2)
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+ ray.direction.y.powi(2)
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+ ray.direction.z.powi(2);
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let a = ray.direction.norm();
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let b = 2.0
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* (ray.direction.x * (ray.origin.x - self.center.x)
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+ ray.direction.y * (ray.origin.y - self.center.y)
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@ -3,6 +3,7 @@ use nalgebra::{Matrix3, Vector3};
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use ordered_float::NotNan;
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/// Finds the minimum of an iterator of f64s, ignoring any NaN values
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#[inline]
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pub fn min_f64<I>(i: I) -> Option<f64>
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where
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I: Iterator<Item = f64>,
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/// Finds the minimum of an iterator of f64s using the given predicate, ignoring
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/// any NaN values
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#[inline]
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pub fn min_f64_by_key<I, F>(i: I, f: F) -> Option<f64>
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where
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I: Iterator<Item = f64>,
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@ -3,36 +3,118 @@ geometry: margin=2cm
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output: pdf_document
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---
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# Raytracer part B
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This project implements a raytracer with Blinn-Phong illumination implemented.
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The primary formula that is used by this implementation is:
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$$
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I_{\lambda} = k_a O_{d\lambda} +
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\begin{equation}
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I_{\lambda} =
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k_a O_{d\lambda} +
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\sum_{i=1}^{n_\textrm{lights}} \left(
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IL_{i\lambda} \left[
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k_d O_{d\lambda} \textrm{max} \{
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% 0, \overrightarrow{N} \middot \vec{L_i}
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\}
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k_d O_{d\lambda} \max ( 0, \vec{N} \cdot \vec{L_i} ) +
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k_s O_{s\lambda} \max ( 0, \vec{N} \cdot \vec{H_i} )^n
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\right]
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\right)
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$$
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\end{equation}
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Where:
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- $I_{\lambda}$ is the final illumination of the pixel on an object
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- $k_a$ is the material's ambient reflectivity
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- $k_d$ is the material's diffuse reflectivity
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- $k_s$ is the material's specular reflectivity
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- $n_\textrm{lights}$ is the number of lights
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- $IL_{i\lambda}$ is the intensity of light $i$
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- $O_{d\lambda}$ is the object's diffuse color
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- $O_{s\lambda}$ is the object's specular color
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- $\vec{N}$ is the normal vector to the object's surface
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- $\vec{L_i}$ is the direction from the intersection point to the light $i$
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- $\vec{H_i}$ is halfway between the direction to the light $i$ and the
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direction to the viewer
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- $n$ is the exponent for the specular component
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## Varying $k_a$
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![Varying $k_a$](examples/ka-demo.png){width=240px}
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$k_a$ is the strength of ambient light. It's used as a coefficient for the
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object's diffuse color, which keeps a constant value independent of the
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positions of the object, light, and the viewer. In the image below, I varied
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$k_a$ between 0.2 and 1. Note how the overall color of the ball increases or
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decreases in brightness when all other factors remain constant.
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![Varying $k_a$](examples/ka-demo.png){width=360px}
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\
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## Varying $k_d$
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![Varying $k_d$](examples/kd-demo.png){width=240px}
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TODO
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![Varying $k_d$](examples/kd-demo.png){width=360px}
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\
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## Varying $k_s$
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![Varying $k_s$](examples/ks-demo.png){width=240px}
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TODO
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![Varying $k_s$](examples/ks-demo.png){width=360px}
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\
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## Varying $n$
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![Varying $n$](examples/n-demo.png){width=240px}
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$n$ is the exponent saying how big the radius of the specular highlight should
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be. In the equation, increasing the exponent usually leads to smaller shines. In
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the image below, I varied $n$ between 2 and 100. Note how the size of the shine
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is more focused but covers a smaller area as $n$ increases.
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![Varying $n$](examples/n-demo.png){width=360px}
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\
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## Multiple lights
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Multiple lights are handled by multiplying each light against an intensity
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level, and then added together. Unfortunately, this means that the intensity of
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each light can't be too bright. We rely on the image to not use lights that are
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too bright. Because this may result in color values above 1.0, the final value
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is clamped against 1.0. Below is an example of a scene with two lights; one to
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the left and one to the right:
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![Multiple lights](examples/multiple-lights-demo.png){width=360px}
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\
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## Shadows
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Shadows are implemented by pointing a second ray between the intersection point
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of the original view ray and each light. If the light has something obstructing
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it in the middle, the light's effect is not used.
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The soft shadow effect is realized by jittering rays across an area. In my
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implementation, a jitter radius of about 1.0 is used, and 75 rays are shot into
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uniformly sampled points within that radius. This also has the side effect that
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rays that are closer to the original ray are sampled more frequently. Each of
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these rays produces either 0 or 1 depending on if it was obstructed by the
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object. Taking the proportion of rays that hit as a coefficient for the shadow,
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we can get some soft shadow effects like this:
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![Soft shadows](examples/soft-shadow-demo.png){width=360px}
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\
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## Depth Cueing
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Depth cueing is when the objects further from the viewer have a lower opacity to
|
||||
"fade" into the background in some sense. A good example of this can be seen in
|
||||
the image below; note how the objects are less and less bright the further they
|
||||
are away from the eye.
|
||||
|
||||
![Depth cueing](examples/depth-cueing-demo.png){width=360px}
|
||||
\
|
||||
|
||||
## Shortcomings of the model
|
||||
|
||||
The model cannot be used to represent TODO
|
||||
|
||||
# Arbitrary Objects
|
||||
|
||||
![Varying $n$](examples/objects.png){width=240px}
|
||||
![Objects in the scene](examples/objects.png){width=360px}
|
||||
\
|
||||
|
||||
|
|
11
participation/2023-02-15.md
Normal file
11
participation/2023-02-15.md
Normal file
|
@ -0,0 +1,11 @@
|
|||
# Participation Question 1
|
||||
|
||||
**What are the complications that you can imagine that results from including
|
||||
the points on the side of the triangle in the triangle or not?**
|
||||
|
||||
_Hint: Two triangles that share a border may have problems._
|
||||
|
||||
# Participation Question 2
|
||||
|
||||
**When d11 \* d22 - d12 \* d12 = 0, the system will have no solution. When might
|
||||
this happen, and what does it mean?**
|
Loading…
Reference in a new issue