- Basic Milestones
- Extra Additions
- K-D Tree
- Super Sampling
- Transmission Shadow
Devs: Zoe Wheatcroft
C++ physics based ray tracing engine-- in progress!
code here
The same scene with a refractive and non-refractive first ball. I also modified the shadow ray test to take transmissive materials into account-- I didn't realize that not only would a glass ball, as in this case, not have a shadow, but it also has two specular highlights.
Here is my Blender recreation of Whitted's sample scene:

It is as faithful of a recreation that I could manage! It may be tiny bit off but it achieves a semblance. Here are its measurements (location in x,y,z format, y-up is positive):
- Center sphere
- size: radius of 1
- location: (0, 1.03, -4.4)
- Back sphere
- size: radius of 1
- location: (0.87, 0.6, -2.0)
- Floor
- size: (0.6, 0, 2.0)
- location: (1.3, 0, 0)
- Camera
- width: 1, height 0.5625
- virtual viewpoint: (0, 1, -7.8)
- rotation: (0, 0, 0)
Above is the Stanford Bunny in my ray tracer. With this version of the bunny, there are 948 faces and 453 vertices. With the K-D tree, the entire image took just about 200 seconds to render. WIthout the k-d tree, it took almost 500. What a testament to the necessity of the k-d tree for high poly scenes!






