(click here for the more morbid scanline gallery)
I've been at this ray-tracing thing for one and one half quarters now, and
this is a chronological record of the progress I've made. The
pictures were rendered by my ray-tracer (LOV-ray), and were modelled
by me. I'm writing my ray-tracer/modeler in Java.
My first attempts at transparency, and procedural texture mapping.
The lighting is fake. My first, and at the time only, object was
an Icosohedron (ala Peter Shirley). It was my black and white
period as well. These first few images included a little bit of
random noise, because the flat shading was getting on my nerves.
Next, I added the Sphere primitive and color. Then,
transparency (correct), reflection, lighting (correct), and shadows.
Cool. At this point, I bought a new computer - 120MHz 6x86, with a
video card supporting true color.
This cell contains a really cool example of transparency. Too
bad you can't see it!
Next, I added non-procedural texture mapping, solid textures, and bump mapping.
I drew the wallpaper.jpg by hand -- it's the coolest.
The painting is "The Kramer". The bump map was scanned out of
Advanced Animation and Rendering Techniques by the Watts, plate 48.
Next, I added the ability to create objects from intersections of
two other objects. This primitive has the property that the two
objects being intersected can be primitives themeselves, or complex
models. Even though this was simple to add, it's one of my favorite
features of LOV-ray because it (in theory) extends my primitives to be
infinite in number - powerful eh? They also allow me to show off
the functionality of solid textures. The first two are intersections
between finite planes and a sphere. The last is an intersection of
multiple spheres.