CS 491 / ECE 491: Topics in Vector Graphics
Computer Science Department
University of New Mexico
Topics include ray-geometry intersections, viewing, lenses, local/global illumination, procedural textures/models, spline curves and surfaces, and statistical integration for realistic image synthesis. Students will write a raytracing renderer from scratch, exploring high performance implementations and realistic rendering.
Joel Castellanos ,
Department of Computer Science
Week 3 & 4:
Ray Tracing from the Ground Up
by Kevin Suffern
ISBN-13: 978-1568812724, A K Peters/CRC Press
Link contains software downloads.
Week 1 & 2:
Week 5, 6, 7:
Week 8, 9, 10:
Week 11, 12:
- Read deeply Chapter 10: Depth of Field
- Read Chapter 11: Nonlinear Projections
- Read Chapter 12: Stereoscop
Chapter 10: Thin Lens
Real-time, Non-Euclidean Ray-Tracer demo This is a concept video for a first-person portal type game. Creating these effects are very easy with our ray tracer: For each ray cast from the camera, if it hits a portal, continue tracing the same ray with a new eye point and a new view direction. For each ray that hits a non-Euclidean distance region, ray trace as normal, then, after getting a hit location adjust the hit time by a scaling factor applied to the time within the non-Euclidean region.
UtahTeapot.obj ASCII OBJ file of the Utah Teapot (1,024 triangles. File includes vertex normals)
StanfordBunny.obj ASCII OBJ file of the Stanford Bunny (69,666 triangles. Vertex normals NOT given in file)