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Gallery

The images here were all produced with the ray tracer described in the book. Most of these have been done my students. Click on any image for a larger view.

  • Mark White

    Mark White

    Mark White modeled the building in this image with reflective triangle meshes, and rendered it with ambient occlusion and colored point lights.

  • Lisa Lönroth

    Lisa Lönroth

    This image by Lisa Lönroth consists of nested transparent spheres with a red sphere in the center.

  • Jimmy Nguyen

    Jimmy Nguyen

    Jimmy Nguyen wrote an "x-ray" shader to render the hand model from Clemson University. It can be found in the Georgia Institute of Technology Large Geometry Models Archive at here.

  • Peter Georges

    Peter Georges

    These two reflective tori by Peter Georges are in a reflective box with glossy reflector materials.

  • John Avery

    John Avery

    John Avery modeled this beer glass, including the handle, with part spheres and part tori. The glass and beer materials are dielectrics with color filtering.

  • Mark Langsworth

    Mark Langsworth

    This image by Mark Langsworth uses a variety of techniques. The Earth image is texture mapped; the cylinders are reflective and are stored in regular grid acceleration structure, the table top is transparent; the table bottom has a 3D Larry Gritz wood texture.

  • Duy Tran

    Duy Tran

    This is an anaglyph stereo image by Duy Tran, rendered using ambient occlusion, an environment light, and depth of field. Duy extended the stereo camera in Chapter 12 to render anaglyph images. You will need red and cyan glasses to view this in stereo. As you move away from the screen, the stereo effect increases. Try to get as far away as you can.

  • Tania Humphreys

    Tania Humphreys

    This image by Tania Humphreys shows the Isis and Ganesh models from Cyberware, http://cyberware.com, which are triangle meshes. The column is rendered with a procedural marble texture.

  • Simon Biber

    Simon Biber

    Although this image by Simon Biber isn't the most impressive looking image here, it is one of the most impressive, because the scene consists of about 10^36 spheres. Simon achieved this by implementing a 3D version of the hierarchical instance grid described in Section 23.5. The render time was about an hour on a 1.8 GHz PC with 2 GB of RAM.

  • Figure 23.09

    This is the dragon model from the Stanford University Computer Graphics Laboratory at http://graphics.stanford.edu, rendered using a Phong material with gold colored highlights. The dragon is sitting on a reflective plane. This is Figure 23.9(b).

  • Mark White

    Figure 28.41

    This is the image on the book cover, and is also Figure 28.41(b). It employs a variety of techniques. The fishbowl and water meniscus are modelled with part spheres and part tori; the fish is a triangle mesh model courtesy of James McNess; the glass and water materials are dielectrics with color filtering; the base is reflective; the plane is rendered with a 2D procedural grid texture.

  • Figure 29.27

    This is Figure 29.27(a). The scene consists of matte and reflective objects illuminated with a point light, a textured environment light, and ambient occlusion. The cloud image is courtesy of Lopez-Fabrega Design at http://www.lfgrafix.com.

  • Figure 28.12(c)

    Figure 28.12(c)

    This is the horse model from the Stanford University Computer Graphics Laboratory at http://graphics.stanford.edu, rendered with a green dielectric material. See Figure 28.12(c).

  • Majenta

    This is a concave lens rendered with a majenta colored dielectric material. Similar lenses are shown in Figure 28.11

  • Figure 28.22

    This image of 10 transparent glass blocks is only rendered at 300 x 300 pixels because of the high recursion depth (15) required to correctly render them. See Figures 28.22 and 28.45.