| Submitted by , posted on 31 January 2001 |

Image Description, by Recently I found these pictures of my raytracer I've programmed with Watcom C++ for DOS three years ago. As I moved to win32/MFC programming I forgot the sourcecodes somewhere on a backup cdrom. Actually the code was quite well structured and the engine could handle some nice features:

> - 3DS loader with multiple Objects and Lights handling
> - optimized ray-castings with dynamic boundary-spheres
> - all these material properties like specular/diffuse etc levels
> - supersampling
> - reflections/refractions
> - texture- and bump-mapping
> - keyframing for objects/lights/camera -> I saved every single frame and compiled them into a *.FLI file

notes to the pictures
big one:
one of my favourite pictures showing some colourful/antialiased mushrooms. It took quite a lot of time to raytrace this scene. =)
little pictures from left to right:
1. This picture shows the boundary-spheres used to optimize the trace-time and you see quite well, that the mushrooms are splitted into subobjects.
2. Just another mushroom-pic - in a way I like the cold and clean feel of this one.
3. Here you see a selfmade 3D character originally made for a demo, which unfortunatly never has been finished. It had quite a lot of subobjects and was fully texture-mapped. Again with some psychic omni-lights.
4. Another test-scene featuring some antic stones. I remember testing here some material properties..
In the Image Of The Day Gallery I saw some other raytraced pictures. Hey, great work and keep on programming!
Yannick Suter

[prev] | Image of the Day Gallery www.flipcode.com | [next]

Copyright 1999-2008 (C) FLIPCODE.COM and/or the original content author(s). All rights reserved.
Please read our Terms, Conditions, and Privacy information.