Ray tracing is the technique used to generate highly realistic
of 3-D geometry.
User interface provides a real-time display of
objects with a software Z-Buffer polygon drawing algorithm that I
to draw directly to dibs.
Illumination and shading using diffuse reflection,
reflection, coloured lights, atmospheric attentuation, shadows,
chrome reflection, phong normal vector interpolation.
Planar/Cubic/Spherical texture mapping including
through to full antialiased mip-map texture mapping
Noise/Turbulence solid textures, marble etc..
Importing of 3-D geometry stored in Lightwave
Format, also imports texture definitions.
Exporting of 3-D geometry to Lightwave format or to
Adaptive super sampling and sub-division of pixels
more rays through pixels where needed to provide full scene antialiasing
Adaptive object hierarchy creation before rendering
up and avoid polygon/ray intersection calculations with view rays,
rays and reflected rays.
Screen shots and history of the ray-tracing applications I developed
Started writing the algorithms for ray tracing in 1994 on the Amiga. Switched
to the PC around about 1995. The dos version of my raytracer which I wrote in
1996 (using Borland Turbo C++) had an entirely text based interface. There was
a main menu and objects were created by typing in x,y,z co-ordinates. You could
load and save objects to disk once you created them. A scene containing 500 polygons
would be considered large due to the memory allocated would reach the 640K limit.
It included high quality mip-map texture mapping, bump mapping, csg (constructive
solid geometry), solid textures, adaptive pixel supersampling (full scene antialiasing),
is the first windows version which I developed over most of 1997. One
the main new features added to this version was that you could load
that were stored in lightwave file format. You could define a curved
path over a series of points and generate an avi animation. It also
a simple text based animation language. I wrote a separate utility that
would create 3-d letters from true type fonts (eg the gallery title).
of the images and animations on this page were created with this
Here is a screen shot from early 1999.
Heres a few snaps from 1999.
||I created the mesh for the lettering on the left with a
utility I wrote
that allowed creating solid objects from true type fonts.
||The two cars here were added onto an existing image that I
from my video camera. I added support for alpha channel compositing and
post processing so I could render the cars onto the image slightly out
of focus. I also added support for alpha channel shadows.
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