I am trying to implement specular and diffuse lighting for a simple sphere ray tracing application, but I am having problems with my vectors.
I\'m trying to do a simple ray tracing assignment, in c# (ported from python). I\'ve managed to make the sample code show the correct picture, but when I try and adapt it to my assignment something go
I am trying to ray trace the Stanford bunny model which is PLY format. I have a parser which parses the PLY file and gives me the value of co-ordinates of triangles and also their vertices. Now I am c
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I\'m trying to implement a simple ray-tracing algorithm so the first step开发者_JAVA百科 is to convert pixel coordinates into uvw coordinates system
So I\'m trying to rewrite my ray tracer in C# and I\'ve been getting these odd artifacts. At first I might have thought that they were the black-spot artifacts that are due to not adding Epsilon to th
So I\'ve decided to rewrite an old ray tracer I had which was written in C++ and to do it in C#, leveraging the XNA framework.
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int main(int a, char *args[]) { int i; pthread_t threads[8]; unsigned int* pixmap = malloc(1024*1024*sizeof(int));
What exactly does the GLSL function fwidth(p) do? I know that it is implemented开发者_运维问答 as: