Ten sample through each pixel: With more samples, the image eventually converges to this: There are still some bugs to work out: the above image had to be auto-leveled to correct the brightness. It starts out way to dark, for some reason.
When I started this blog, it was intended to be a way to do some write ups of what I’m doing, and to easily share some of the cool stuff with my friends. I don’t like just sending images and builds over skype file transfer, and I like a record…. Continue reading
Shamus Young was messing around with Perlin Noise, which turned out to be normal noise. I dug around in an old VM to find this image: The massive sphere in the background is procedurally textured with the Perlin Noise function, that is described in this paper: http://mrl.nyu.edu/~perlin/paper445.pdf It’s not the best… Continue reading
When I tried to start writing posts on Raytracing, the idea was to document my steps. The problem was, that when I started, I’d already finished the project. When I say finished the project, what I actually mean is ” I got too bored, stuck, or distracted to continue.” I… Continue reading
Ray tracing theory is simple, but I’ll explain it anyway. Ray tracing is a generic technique, that can be applied to a lot of different things. I’m applying it to one thing- graphics. (If you want a better overview than this, look elsewhere. Look at wikipedia. Ask someone.) Simulating light… Continue reading
Everyone and their dog, and their dog’s mum, has built a raytracer. This is not surprising: I mean, seriously, it’s not that hard, and it looks REALLY SHINY. So, despite the fact that everyone has already done this, and in many cases done it better, now it’s MY turn. I… Continue reading