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Computer graphics

Ray tracing

  • Objects: triangles and spheres
  • Materials:
    • Diffuse (absorption)
    • Specular (reflection)
    • Diffuse and specular (absorption and reflection)
    • Glass (refraction and reflection)
  • Direct illumination + constant indirect illumination
  • Soft shadows (NxN light sources) according to the following light sources distribution:
    • Uniform
    • Jittered by stochastic sampling
  • Anti-aliasing:
    • Uniform 8x
    • Jittered by stochastic sampling 2x, 4x, 8x, 16x, 64x
  • Multithreading (processing and anti-aliasing)

Alt text

Rasterisation

  • Triangles
  • Depth buffer
  • Direct illumination by interpolated pixel positions + constant indirect illumination

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Cornell box rendering using raytracing and rasterisation

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