Project 6.Required image:![]() Code listing:Program 6 tarredDesign Choices:I wasn't sure how to handle the texture coordinates for the primitives other than the polar sphere. I know that the image materials require a texture coordinate from 0 to 1. The default texture coordinate is the hit position. So, in order to use the image materials, it is necessary to use the appropriate texture coordinates. I chose not to map the texture coordinates from 0 to 1 rather than just using the hit point because of the small likelyhood of me mapping an image to anything other than the polar sphere, box, or heightfield (which are the primitive which currently have their own ComputeUVW method).Creative Image:![]() Time it took:I spent longer than I should've (at least a few hours) trying to get the ppm image to read correctly. My problem was that I was ignoring white space. Other than that, it didn't take too long to get the required image. I spent most of the time on wood and making the creative image.Difficulty:I spent most of the time on this assignment working on wood.Extra Credit:I used Steve Marschner's version of wood. I used his data and implementation, which can be found at: http://www.cs.cornell.edu/~srm/publications/SG05-wood.html. I moved the light to show how the reflection changes as the light does. Here are some images of the results of wood mapped onto a box:![]() ![]()
I also implemented the brick texture as can be seen in the following images. The first image is before I added shading to the wood. The second image is after I added it. ![]() ![]() |