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Ray Tracing Engine

As part of the practical exercises for Computer Graphics Winter 2019-20, I incrementally built my own ray tracing system, which then was used to generate a high-quality rendering for the end-of-term rendering competition. This beautiful image of fireworks was created using the above source code for submission to rendering competition. Refer here for its full webpage.

lres.png
Rendering Competition Submission
Full Report
Source code

Some reference images that highlight the features and capabilities of the rendering engine. 

An image with julia set pattern generated in the code

a1.png

Previous image rendered with a perspective camera

a1-2.png

First image rendered with another perspective camera

a1-3.png

First image rendered with an orthographic camera

a1-4.png

Ray solid intersection for AABox, InfinitePlane, Sphere, Disk, Triangle, Quad

a2-2.png

A cow model containing 34000 triangles is  rendered using Bounding Volume Hierarchy acceleration ( + SAH)

a3-1.png

A simple tree model instanced multiple times with different geometric transformations.

a4-1.png

Colored point light sources

a5-1.png

Colored spot lights (red and green) and a directional light (blue)

a5-3.png

Using lambertian materials for all walls, sphere and box

a6-1a.png

Sphere as phong glossy material and floor as mirror material

a6-1b.png

Sphere as a combined material

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a6-1c.png

Checkerboard and perlin noise texture

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a6-2a.png

Mirror and clamp border handling of image texture

a6-2b.png

Nearest neighbour and bilinear interpolation for image texture

a6-2c.png

Texture mappers - triangle mapping on the walls and planar mapping on the spheres

a6-4c.png

Texture mappers -cylindrical mapping on the spheres

a6-4d.png

Area light source

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a7-1.png

Sphere as glass material and floor as fuzzy mirror material

a7-2.png

Depth of field

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a7-3a.png

Supersampling - 1000 samples per pixel

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a7-3b.png

Motion blur due to horizontal movement

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a7-4_trans_x_blur.png

Bump mapping close up scene using nearest-neighbour image texture

a8-1a.png

Bump mapping close up scene using bilinear interpolated image texture

a8-1b.png

Bump mapping full scene using bilinear interpolated image texture

a8-2.png

Pervasive fog with volume renderer

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a8-4.png
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© 2020 By Navami Kairanda.

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