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Showing posts from December, 2024

Ray Tracing Homework 5

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Hello. In this blog, I will be summarizing my work in the 5. homework. Part 1: Clattering Along on Homework 5 Bump Mapping I started this homework by editing the code just enough to start visualizing my bump mapping approach. I could not finish bump mapping, only start it by making a false visualization of a correlatively distorted objects -to the image- -the ones having a bump mapped texture. Tone Mapping v1 I prioritized homework 5 topics, that is why I left the bump mapping and related work there. First thing I have done is integrating a .exr image reader. Then I began experimenting on the empty_environment_latlong scene. With the same philosophy with before, I first wrote a simple and biased tone mapping technique before implementing the bare minimum technique. I partly implemented the spherical directional light. I implemented is to only act on the rays that go into void (background). The basic tone mapping technique was to divide every channel of the image by the average of all t...

Ray Tracing: Homework 4

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 Even though I gave %85 of my daily time to this homework, I could not complete it. However incomplete this homework is, I will still explain my work.  I had not been able to add transformations support in the previous homework, so I decided to prioritize that among the things I was going to do until this homework's deadline. Until this homework, I was storing all the triangles in all meshes inside a single global container, anonymizing them. I decided to first implement transformation of objects, not rays. I implemented this and tried to see the results, but there were missing objects, etc.. I then tried to apply custom transformations to the bigger objects in the previous scenes, however, they were taking a lot of time since the my acceleration structures were not working with this transformation pre-implementation and thus I was disabling the acceleration process. Since the main concerns and debugging features of transformation in our context are not shading, a faster metho...