rt 4: Recursive ray tracing
2017-04-19At some point we were going to get past simple Blinn-Phong shading.
rt 4 implements reflection, refraction, Beer's law and Schlick's approximation so we can have transparent dielectric and conducting materials.
0.62s
A metal ball with reflectance <0.9 0.9 0.9> and a glass ball with η = 1.05. Note the reflection on the side of glass ball- an effect of Fresnel reflection.
2.80s
Two glass plates and a ball.
32.88s
Horse, cube and glass mug. Implementing a SAH on the BVH seemed to help here. Maximum recursion depth is 6 which enables up to 26 auxiliary rays per camera ray.
4.13s
4.22s
Conductive killeroo models, first with reflectance 0.5, then with 1.
18.27s
Glass killeroo, interesting refraction patterns. η = 1.1.
Rendering times are on a i3-3217U.
Compiled with clang-5.0 on DragonFly BSD.