Raytracer (Graphics)

Global IlluminationMy first experience with a raytracer was during my undergraduate career. There I implemented a raytracer that had many common features such as reflection, refraction, the phong shading model, texturing, adaptive super sampling and anti-aliasing, and soft shadows.

As a graduate student, I delved deeper into some of the more sophisticated raytracing techniques. While taking the Advanced Image Synthesis course, I experimented with different sampling techniques and reconstruction filters to reduce aliasing in the image and while calculating soft shadows. I added depth-of-field to the raytracer to further emulate a camera. For more advanced raytracing, I implemented a global illumination model to produce more realistic images. In my final assignment for the course, I used OpenGL and the GPU to accelerate the rendering of soft shadows in my raytracer.

In this course I also experimented with shaders in RenderMan. I created a cartoon shader. You can view my work in this course in detail here.

More Screenshots

Depth-of-field Brutus Scene
Refraction Reflection
Soft shadows Depth-of-field

Papers

Software Shadows Using Hardware Cameras PaperAdobe Acrobat (.pdf)96KB

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