matthigame/GraphicsPO
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Team members: (names and student IDs) * ... * ... * ... Tick the boxes below for the implemented features. Add a brief note only if necessary, e.g., if it's only partially working, or how to turn it on. Formalities: [ ] This readme.txt [ ] Cleaned (no obj/bin folders) Minimum requirements implemented: [ ] Camera: position and orientation controls, field of view in degrees Controls: ... [ ] Primitives: plane, sphere [ ] Lights: at least 2 point lights, additive contribution, shadows without "acne" [ ] Diffuse shading: (N.L), distance attenuation [ ] Phong shading: (R.V) or (N.H), exponent [ ] Diffuse color texture: only required on the plane primitive, image or procedural, (u,v) texture coordinates [ ] Mirror reflection: recursive [ ] Debug visualization: sphere primitives, rays (primary, shadow, reflected, refracted) Bonus features implemented: [ ] Triangle primitives: must use the algorithm from the lectures, single triangles or meshes [ ] Interpolated normals: only required on triangle primitives, 3 different vertex normals must be specified [ ] Spot lights: smooth falloff optional [ ] Glossy reflections: not only of light sources but of other objects [ ] Anti-aliasing [ ] Parallelized Method: ... (for example: parallel-for, async tasks, or threads) [ ] Textures: on all implemented primitives [ ] Bump or normal mapping: on all implemented primitives [ ] Environment mapping: sphere or cube map, without intersecting actual sphere/cube/triangle primitives [ ] Refraction: also requires a reflected ray at every refractive surface, recursive [ ] Area lights: soft shadows [ ] Scene graph: nodes containing transformations, 3D models or primitives, and child nodes; flattening optional [ ] Acceleration structure: bounding box or hierarchy, scene with 5000+ primitives Performance comparison: ... (provide one measurement of speed/time with and without the acceleration structure) [ ] GPU implementation Method: ... (for example: fragment shader, compute shader, ILGPU, or CUDA) Notes: ...