This is your README.md... you should write anything relevant to your implementation here.
Please ensure your student details are specified below (exactly as on UniMelb records):
Name: ...
Student Number: XXXXXXX
Username: ...
Email: ...@student.unimelb.edu.au
Tick the stages bellow that you have completed so we know what to mark (by editing README.md). At most 9 marks can be chosen in total for stage three. If you complete more than this many marks, pick your best one(s) to be marked!
- Stage 1.1 - Familiarise yourself with the template
- Stage 1.2 - Implement vector mathematics
- Stage 1.3 - Fire a ray for each pixel
- Stage 1.4 - Calculate ray-entity intersections
- Stage 1.5 - Output primitives as solid colours
- Stage 2.1 - Diffuse materials
- Stage 2.2 - Shadow rays
- Stage 2.3 - Reflective materials
- Stage 2.4 - Refractive materials
- Stage 2.5 - The Fresnel effect
- Stage 2.6 - Anti-aliasing
- Option A - Emissive materials (+6)
- Option B - Ambient lighting/occlusion (+6)
- Option C - OBJ models (+6)
- Option D - Glossy materials (+3)
- Option E - Custom camera orientation (+3)
- Option F - Beer's law (+3)
- Option G - Depth of field (+3)
Please summarise your approach(es) to stage 3 here.
Be sure to replace /images/final_scene.png
with your final render so it
shows up here.
This render took x minutes and y seconds on my PC.
I used the following command to render the image exactly as shown:
dotnet run -- (... your command line args)
We have provided you with some sample tests located at /tests/*
. So you
have some point of comparison, here are the outputs our ray tracer solution
produces for given command line inputs (for the first two stages, left and right
respectively):
dotnet run -- -f tests/sample_scene_1.txt -o images/sample_scene_1.png -x 4
dotnet run -- -f tests/sample_scene_2.txt -o images/sample_scene_2.png -x 4
You must list any references you used - add them here!