| Submitted by , posted on 21 November 2003 |

Image Description, by This is from a basic Whitted recursive raytracer I'm writing. The picture shows six spheres and an infinite plane with different material properties and two point lights. The recursive depth is 8 and 8-16 rays per pixel (adaptive rejection sampling and a box-filter). The program is written in C++ with Borland Builder 6.
Features so far

> - Strauss BRDF shader for the materials
> - Basic geometry (planes and spheres)
> - Basic texture mapping
> - Reflection and refraction

Planned features

> - More shaders and more geometry
> - Improved texture mapping
> - Distributed shadow rays
> - Bump mapping
> - Improved refraction handling
> - Optimizations
> - Scene definition scripting

And the main goal of this project is Photon mapping.
Comments are appreciated
Cheers,
Patrik

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