Mike Stark

Homework #6

Ray-Tracing Glass and Metal Objects

Some Blocks and Sphere

This image was done using 100 samples per pixel, using ordinary jittered sampling.

Some glass spheres

This image was also rendered using 100 samples per pixel.

Cheesy Diamonds

The object on the left is glass, the one on the right is diamond. Note the "deeper" refraction and increased surface reflection. These look pretty bad without any light sources.

Internal Reflection Considerations

The transparent images were rendered without internal reflection, except for total internal reflection. For glass, the effect is very small, as the reflectance is around 0.04, and that is before attenutation. Nonetheless the effect is noticable, although subtle, and although it greatly increases the rendering time (due to the fact that a rays splits at every transparent interface) it should be included. At least three images of a mderately bright light are easily visible in a pane of glass with a dark background, the first from the front surface of the glass, the second from the back surface, and the third from the internal reflection on the front surface from the back surface reflection.

This image on the top includes internal reflection, the image on the bottom does not. The effect is most apparent on the refracted white checks.