rt 5: Distribution ray tracing, spotlights
2017-04-25This one is about implementing parts of the famous article of Robert Cook.
We apply supersampling over many intervals to get different effects like depth of field, gloss reflections and soft shadows.
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Depth of field effect. We average many rays sent from an aperture to a focal point, resulting in objects further away from the plane of focus to appear blurry.
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The same scene, first illuminated by a point light, second by an area light. Penumbra resulting from the area light can be seen in the second picture. We average many rays sent towards the area light to create the soft shadow.
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A glossy metal plate. The gloss is achieved by scattering many rays through a cone instead of one reflection ray.
rt 5 also has spot lights which only illuminate a cone towards a given direction.
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My metallic dragon was given as an assignment :D The first dragon was constructed with one sample per pixel while in the second the average of 100 rays is taken. The difference is easy to spot- look at the heads of dragons.
Rendering times are on a i3-3217U.
Compiled with clang-5.0 on DragonFly BSD.