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x, y, z 2-tuples with volumetric colors in a baseline cube

(x, y), (x, z), (y, z)

  • Every axis is one of the RGB. E.g: (x, y) => (r, g)

  • The center of the screen is in the origin of the local space of the baseline cube

  • For every frame, draw the 3 images

  • or just send the origin of the screen

  • same camera, scene is an infinite square at a fixed distance from the camera (origin of the local cube space), and colors are how distant from the camera the point is

  1. Import/Export HitterList
  2. Improve speed by using less jobs (one per line instead of one per pixel)
  3. Frames: a. 300x300 fully rendered (512 spp, depth = 20) b. convert to 300x300 grayscale c. 300x300 noisy (4 spp, depth = 20) d. convert to 300x300 grayscale e. 30x30 camera distance (4 spp, depth = 20) Use max distance in the scene

break render into parts: lambertian specular etc

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