Project 1: ray casting

Hit / miss image. For this image we have a scene with three spheres, and we trace rays into the scene for each pixel and whenever we hit something we paint the pixel white, otherwise we paint it black.

Hit / miss Image


Normalized depth buffer, with the infinite (miss) color set to cyan. The closest depth color is white, and the farthest color is black.

Depth Buffer

On my Macbook Pro (2008) the runtime was anywhere from 140 ms to 585 ms, using a single thread @ 2.8 GHz. Using 2 threads the render times were between 100 ms and 300 ms.

Hit / miss image with 200 random samples per pixel, with color. Running time was 24 s using 2 threads @ 2.8 GHz.

Multisampled


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