Continuing work on a Java raytracer. (for fun and as a learning experience)
Currently implemented:
I currently have it draw one line at a time. It uses a for loop for each pixel in the line, and then goes on to the next line in the next 'timestep'. Once all lines are drawn, it does basically the same thing to draw the smaller 'antialiased' image. On my computer (which is a bit old), in a scene with just two objects, it draws an 800x600 image and then an antialiased 400x300 image in just over 20 seconds. On the computers at my school, I think it's under 10 seconds. I didn't set a limit on the number of reflections and I can see about five reflections back and forth at one spot on one of the spheres.
Long-term goal:
Something similar to this image which was also made with a Java raytracer.
http://en.wikipedia.org/wiki/File:Recursive_raytrace_of_a_sphere.png
Currently implemented:
- Ambient light
- Omnidirectional light (currently only one)
- Reflections
- Shadows
- Very simple antialiasing by 'supersampling'
- Multiple lights
- Refraction
- More shapes (probably starting with a geometric plane for everything to rest on)
I currently have it draw one line at a time. It uses a for loop for each pixel in the line, and then goes on to the next line in the next 'timestep'. Once all lines are drawn, it does basically the same thing to draw the smaller 'antialiased' image. On my computer (which is a bit old), in a scene with just two objects, it draws an 800x600 image and then an antialiased 400x300 image in just over 20 seconds. On the computers at my school, I think it's under 10 seconds. I didn't set a limit on the number of reflections and I can see about five reflections back and forth at one spot on one of the spheres.
Long-term goal:
Something similar to this image which was also made with a Java raytracer.
http://en.wikipedia.org/wiki/File:Recursive_raytrace_of_a_sphere.png
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