During the quarter, I developed a C++ raytracer to perform Monte Carlo Raytracing. During my development, I tried to achieve the following goals:
The raytracer supports hemisphere-mapped textures. Here, a grid has been applied to a ball.
Texture mapping is correctly applied on transformed objects. Here, the earth has been rotated, and the texture coordinates have been correctly transformed.
The raytracer uses a BVH to accerate tracing, as well as multithreading to take advantage of systems with multiple threads. Running an anti-aliased render (640x480) on 4 threads (2.9 ghz dual core processer, multithreaded) with Dragon_huge_tris (Simple phong shading) takes 12.7 seconds.
Since it was easy to change the renderer of the raytracer, I was able to create a normals visualizer. This was very useful in debugging flipped triangles.
Andrew Acosta I created a VR theater environment to put the user of a headset on stage. Currently the demo is lacking sound, but the crowd is animated and will play several different animations randomly. I modeled the stage chairs, Credit to the sillouette model goes to Kayleigh Rago. Several assets in the scene are accreddited to Victor in the Classroom Asset Pack