Raytracing renders and vr scene


Braden Beck CPE 473 Spring 2016



RayTraced renders

Here's some cool stuff I rendered with my raytracer!! By taking advantage of multi threading I was able to render these images in about 20-30 minutes where I used around 150-300 minutes of cpu time.

Dragon made up of over 200,000 triangles

This image was rendered using monte carlo raytracing to achieve global illumination

Large bunny made up of triangles and embedded with spheres

This image was also rendered using global illumination and a lot of geometry.

Pyramid refraction

This image was rendered using global illumination but since it is a rather dark scene there is not much light to go around, however it does add the nice effect of making the pyramid fade to black towards the top. It also adds some interesting shafts of light inside the sphere towards the top, they are kind of hard to see but interesting nonetheless.

Reflection refraction and multiple lights

This image has some interesting reflections and refractions but it also has sharp edges especially on the triangles. Luckily those edges can be smoothed out via anti aliasing

Anti aliased



Virtual reality scene

Ray traced images may look nice but you can't easily interact with them unless you move very slowly. So here's a demo of a vr scene I made using the google cardboard api. In the scene the user can walk around and interact with not only geometry but also sound!! (sorry about the low quality of the audio) I set up a scene with 8 different speakers each playing a different aspect of a song. Once activated via the record player the user can mute speakers to play around with which parts of the song are active. The user can also move around the scene to hear the audio from different angles, The audio is also occluded you'll notice in the video that when the user steps through the pathway in the beginning the audio is much louder drawing them to the record player.

To contrast the high quality raytraced renders here's a low quality screencast of the scene, the audio should come from both channels but the screencast was not able to pick up on that so the video only has one audio channel so you may only hear sound from one ear in your headphones and/or it may be quiet on a speaker.

I got all the models for this scene from the unity store and compiled the scene and wrote the little scripting necessary myself. Overall it was pretty easy and fun to make. And fun to play the audial experience is very interesting.