Projects

Rendering a Triangle Mesh

This is the submission for the require mesh import capability.

Phong Illumination Phong Illumination

This mesh consists of 604 triangles and took a very long time to render. Below is a reference image as rendered by Blender.

Phong Illumination

Assignment 7: Tone Reproduction

This is the submission for the seventh assignment in CG 2.

Refraction

Ward; Lmax = 1 cd / m2

Refraction

Ward; Lmax = 1000 cd / m2

Refraction

Ward; Lmax = 10000 cd / m2

Refraction

Reinhard; Lmax = 1 cd / m2

Refraction

Reinhard; Lmax = 1000 cd / m2

Refraction

Reinhard; Lmax = 10000 cd / m2

Refraction

EXTRA: constant value key = .2; Reinhard; Lmax = 1 cd / m2

Refraction

EXTRA: constant value key = .4; Reinhard; Lmax = 1 cd / m2

Assignment 6: Refraction and Transmission

This is the submission for the sixth assignment in CG 2.

Refraction

Recursive reflective rays used to simulate transmission.

Assignment 5: Reflection

This is the submission for the fifth assignment in CG 2.

Reflection

Recursive reflective rays used to simulate reflections. The reflective sphere has been shifted to the left to better show the reflection of the sphere in the foreground.

Assignment 4: Procedural Shading

This is the submission for the fourth assignment in CG 2.

Phong Illumination

A very simple procedural shader was used to create the red and yellow checker board pattern. Phong Illumination was also used on the color returned by the shader.

Assignment 3: Basic Shading

This is the submission for the third assignment in CG 2.

Phong Illumination

Phong Illumination has been implemented.

Phong Illumination

EXTRA: Two additional lights
   Light: Pos = (-6, 10, 0), Color = (1, 0, 0)
   Light: Pos = (5, 10, -7), Color = (0, 0, 1)

Assignment 2: Camera

This is the submission for the second assignment in CG 2.

Casting rays

Casting rays through the 'screen' into the object world, non-recursive.

Casting rays

EXTRA: Super sampling via the grid method.

Assignment 1: Setting the Scene

This is the submission for the first assignment in CG 2.

Setting the Scene

Transparent Sphere: Radius = 2.0, Pos = (0,0,0)
Metal Sphere: Radius = 2.0, Pos = (-3.0, -2.0, -4.0)
Floor: (4.0,-5.0, 20.0), (-16.0,-5.0, 20.0), (-16.0,-5.0, -40.0), (4.0,-5.0, -40.0)
Light: Pos = (2, 10, -10)
Camera: Pos = (0, 0, 7), Lookat = (0,0,0)

Renderman

This is the submission for the Renderman assignment in CG 2.

Refraction

This image was generated by alter the wood, brick and plastic shaders.

Refraction

This image was generated from shaders found online. Credit to Ken Musgrave and Ivan DeWolf.

Refraction

This image was created from altering shaders found online. Credit to Ken Musgrave and Ivan DeWolf.