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- Alison Snow
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1 total req total vis total mod notes / s /... : light, specular not done, for diffuse used reflective color instead of diffuse color in shading C R1: should just use image size as a vector instead of size.min() doesn't make much difference in our scenes though. : specular not set to zero when light below horizon, light had small mistakes making them black : you multiply light again with diffuse color after light sum loop, and your r vector is not normalized for phong. R5: plane slightly wrong, should use d = offset_ directly instead of formula you have. : your fov multiplier should be 1 / tan(fov/2), not fov/2. : specular should be set to zero when light below surface R1: should be just diffuse*, no need to call shade function for it. : specular should be set to zero when light below surface. : triangle doesn't check if found hit is closer than previous one, sometimes overwriting the closest hit. R1: camera x and y axes both mirrored, ortho cam is twice as large as it should R1: ortho ray origin should not towards camera direction. R5: triangle ion doesn't work : speculars and lights do not work. : shadow rays the surface they start from, you can fix by adding small tmin to the query 84124N R9: jittered sampling has too large random shift. Should be the size of 1/m_dim, not 1. : light doesn't work since its dir_to_light is inverted compared to directional light : light shading incorrect: you should pass ray hit, not ray origin to getincideiensity, dir_to_light is inverted and distance attenuation is not used. R2: should use length of depth range instead of depth max as divisor. : specular not set to zero when light below surface. R9: initializing random generator inside sample function always gives the same offsets for every sample. RegularSampler should use m_dim instead of m_nsamples. ion: refracted direction not quite right, looks like tangeial portion is inverted 1.5 : vector not normalized, dot between reflect and ray dir not clamped. : shadow rays the surface they're fired from, add small tmin to preve this. fog g (2- CSG (4-5p) other (put s here) what other s?
2 total req total vis D U total mod notes / s /... ray generation for both cameras incorrect : specular not quite correct, see expone variations back : specular not set to zero when light below surface : negative normals : direction to light is not negative light position, but the difference between light and shade position (the same vector as in distance, normalized), : using the same tmin for camera and shadow rays caused R9 to be all shadowed R9: Jittered only generates samples through the first subpixel B H H R1: orthographic camera has negative direction, should not add any forward direction part to ray origin : Diffuse material correct, no light evaluation loop or specular Readme or code doesn't indicate any attempt towards anything : always enabled regardless of options : diffuse always zero, direction of directional light inverted, specular not set to zero when light below surface. : normal not normalized. : shadow test if stateme incorrect, ray won't hit anything since our light sources are not physical objects. R9: jittered and regular sampler have too large support, should stay within one pixel. : perspective camera d should be 1/tan(fov/2), not 1/tan(fov). R9: jittered and regular sampler are incorrect - your sampling area is a line, not the whole pixel square : always enabled regardless of options. Weird depth/normal images due to reuse of the hit variable; it stores the hit depth and normal, replacing with a temporary variable fixes the problem. fog : always on. Transform does not normalize hit normals : r should be the of light, not camera direction, there should be no diffuse multiplier for specular and there should be no specular below the local horizon R Camera at fixed location R9: Jittered sampling should not be random subpixel but uniform random inside each subpixel (i.e. regular + small random offset) g (2- CSG (4-5p) other (put s here) what other s?
3 total req total vis total mod notes / s /... : specular should be zero below and normal in differe directions) 69471J F V N M B C k R1, : both cameras have x and y axes flipped, : diffuse only, : only add the answer if not in shadow (now it's added once regardless) The z coordinate of the camera ray origin is not set and is thus zero; this messes up the depth images. After changing this the one that "should be correct" works fine. : specular should be zero below horizon, R9: uniform only : specular should be zero below and normal in differe directions) fog R1, : the camera is in a fixed orieation (the horizoal, up and direction should indicate the orieation), R2: there's no clamping, the limits are args.depth_min and depth_max could you maybe skip the 800mb of vs iernal build files next time? in, the specular dot product should be clamped against 0 and 1 and the view direction (the first part of the dot product) should be the negative ray direction. 1 : specular should be zero below and normal in differe directions) : directional lights dir_to_light is just -direction, light falloff should be divided instead of multiplied by, the specular shading geometric term is a dot product and not an elemewise product of v and r, diffuse color should be multiplied before adding speculars, specular shouldn't be added when light is below local horizon (light direction s away from normal). R5: the first dot product should be between plane and not hit normal. : odd geometric manipulations and calls to light/material evals, doesn't render correctly, R8: similar to previous, missing recursion, R9: unifrom sampling correct but not used in rendering : specular should be zero below and normal in differe directions) also note that clamp is not an in-place function; you wa d = d. clamp() and similarly for s in your code. g (2- CSG (4-5p) other (put s here) what other s?
4 total req total vis total mod notes / s /... fog : specular should be zero below and normal in differe directions), Biggest offenders in refraction are using tmin+epsilon instead of just 0 for tmin for conceque rays and not changing refraction index based on either the curre value or direction of normal and incoming ray (otherwise we first refract io the sphere with iors 1/[IOR of ball] and then out with [IOR of ball]/ [IOR of ball]) : light evaluations correct : all lighting calculations use negative light directions -- except for light direction. light distance is also used to determine the incide illumination before being actually computed. : specular should be zero below and normal in differe directions) Well done, nice and clean : For some reason you have a minus sign before the specular dot product. Also, specular should be zero when d < 0(just return 0 there); : Shadow ray wrong direction; R8: mirrordirection() isn't implemeed : Light directions incorrect. There is a "shade" function in material.cpp where you were supposed to impleme the shading. However, your diffuse shading is correct. : Directional light direction should be in the opposing direction (you "fix" this by changing the sign of the dot product in diffuse calculation). No specular, no light; Transform: not normalized; Filters: Not thread safe R1: Ambie light and material diffuse color should be multiplied together, not added. You should also flip the y- axis when calculating the normalized image coordinates. g (2- CSG (4-5p) other (put s here) what other s? : Shade_back is a cmd line arg and the angle to check before it is dot(n, ray.dir). Multiply the attenuation value by iensity; : Because of the way you implemeed this isn't obvious but your normals are flipped. Also in R9 you can see a very jagged edge. Fix this by adding/subtracting a small epsilon value in your tri comparisons; Torus( Uniform and jittered samplers don't work correctly. You should be using getf32 (or getvec2f) function to get random floats, not getu32.
5 total req total vis total mod notes / s /... R9: You're not calculating the average of the samples right. : Specular should be 0 when the light is below the local horizon. Square the distance for quadratic attenuation R1: No light; L : The first if should check dot(ray. dir, normal); R9: Regular&Jittered, don't add 1 to the divisor. Consider regular with nsamples=4, you're supposed to go through the ceers of the subpixels ( (0.25,0.25), (0.75,0.25), etc); ion: 2nd pow in sqareterm is incorrect, should be 1-pow(n.dot(i),2) 1.5 : Poi light direction should be the opposite. You should give the hit ion to getincideillumination, not the ray origin; fog For some reason you're multiplying the answer by the diffuse color an time in the traceray function; R5: d should just be the offset, this causes your shadow on the plane in to be slightly off; R9: Uniform: you need 2 separate random values. Regular&Jittering: r should be the sqrt of nsamples, not half. This is already given in m_dim. : Directional light distance incorrectly set to 1.0f; R8: mirrordirection incorrect; Transform: transform is multiplying Mat4f * Vec3f yielding incorrect results. 1 R1: Ortho cam size should halved, up and horizoal vectors should switch places; : getincideillumination takes the ion as first parameter, the next three parameters are references to be filled. Implemeations of the function incorrect. Correct structure and operations in shade but most of the vectors are used in wrong places. : The check before shade_back should be dot(ray.dir, N), specular should be zero if d_1 < 0; R9: Average of samples not calculated correctly; Box: Parser attempts to use two word tokens, change to one word tokens. 2.5 R1: Up and horizoal vectors are swapped, also swapping the axes when getting normalized image coords, ends up with the correct result but it's very confusing; : Square only the distance, not attenuation consta. Get shade_back from args_, check for dot(ray.dir, n). Specular should be zero when the light is below the local horizon; : You need to check if t < h.t; : There's a boolean toggle for, args_.; : Attenuation is for iensity, based on distance; R8: You should subtract from bounces before calling traceray. If our scene allowed for infinite bouncing your implemeation would get stuck in infinite recursion; Transform: not normalized; g (2- CSG (4-5p) other (put s here) what other s?
6 total req total vis total mod notes / s /... fog : The angle to check with shade_back should be dot(ray.dir, n), also incide = max(0,incide); es: No parser support nor test scene for Box so it can't be tested; p: Render both eyes with opposite offsets from the original cam ceer and rotate the eyes around their own y-axes. This way you'll get iact ps for both eyes that can be rendered stereo Clean work T H B : Poi light direction should be the opposite, also you should normalize it. The angle to check along with shade_back should be dot(ray.dir, n) : The angle to check with shade_back should be dot(ray.dir, n), also the specular angle cosine should be set to zero if negative. Directional light distance should be somewhere far away (e.g. FLT_MAX) because you set the initial shadow ray hit.t to light distance (as you should!). : Ray origin is the camera ceer. Direction correct but with redunda calculations. Add and subtract ceer -> does nothing, dividing the orieations by 2 (or any x!=0) is nullified by the normalization; : Dir light iensity set to negative, otherwise dir light diffuse works; : vp variables should use vertices instead of edges, c0 variable should use edges and vp variables. Also normalize h.normal; R1: Your normalized image coordinates flips the x-axis which is why you have to fix this when calculating the ray direction; : Needs more attempted code for partial credit g (2- CSG (4-5p) other (put s here) what other s? R2: Depth images white? : shade_back is a cmd line arg/gui toggle, omitted checks described in commes. Specular should be 0 when the light is below the local horizon; R9: Regular incorrect due to ieger division; : Not checking whether the ray comes from vacuum to object or vice versa; Transform: s not normalized; Box: You don't check tnew < t when assinging normals; Filter: Crashing probably because you don't check for image bounds at any? Cubemap: Nonstereo Raymarched hexagonal prism ( : The angle to check with shade_back should be dot(ray.dir, n); Otherwise great work. Very clean solutions Nice and clean! Some base code for procedural 1 noise texturing
7 total req total vis total mod notes / s /... fog R9: Regular and jittered aren't quite right (just n instead of n-1). These can also be done in a pretty clear way when you figure out how g (2- CSG (4-5p) other (put s here) what other s?
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