Twonky

A Ray Traced Renderer


Input File

        For this image I wanted to test my reflections. The overall setup is a simple room with all six planes having diffuse surface shaders on them (all walls are blue, but the floor and ceiling is an off-white) the spheres all have a different color (two red, two blue, one green) with full on reflections on them. The only light in the scene is a sphere light in the middle of the five spheres. No depth of field is used in this render so all spheres would be in focus to test the reflections on all objects (except the planes). The render was multi-sampled at 8 samples so everything is nice and smooth.


Input File  Comparison Input File

        For this image the goal was to setup a file using the same parameters of one of the other student's images he rendered out with his ray tracer to see how each one's ray tracer is different. We have three lights, a directional, a point, and a sphere light. The sphere with the Earth texture on it is the one in focus using depth of field, with diffuse shader on the bottom front sphere, reflective sphere above the earth texture sphere, and the topmost one is just specular.


Input File

        Here I did an uber depth of field with reflections test of my ray tracer. The yellowish sphere that is third in line from the camera is the one in focus. As well as having that, the spheres are more reflective from front to back, the frontmost is the most reflective and so on going back, also the plane acting as the far wall is reflective but none of the other planes are reflective. There is three lights in the scene, one sphere light that casts shadows, one that doesn't, and a point light that isn't casting shadows acting as a fill light for the back most spheres.


Input File

        This is a render showing my ray tracer is capable of importing complex 3D meshes into it and rendering them out correctly. This mesh is actually toned down from the original one I got off of www.3dcafe.com. I knocked it down to around 1500 tris and slapped an orangish texture on the octopus. The four mirrored spheres are acting as tests to see if my reflections can reflect complex irregular objects successfully. The floor, ceiling, and back wall are specular, but the side walls and back wall are just diffuse, all with a light blueish surface color on them. The color on the spheres is a lighter blueish-grey color since I knew then they'd get a color blend from the color saturation passed on by the octopus, lights and color of the spheres combined.

Twonky Post Mortem: Go here to read about my successes and failures of this project, this I'm sure will be continually updated as I continue on with this.

Twonky Post Mortem: Same as the above link, but in Microsoft Word format if you so desire.

Twonky Outtakes: Go see the goofed up interesting renders I got throughout the process of developing this ray tracer.

Twonky UML: Look at and see the class structure and my uses of both singletons and factories within Twonky.

All Works ©2006 Kenneth Stojevich