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Jonas Eckhardt / Simon Wegener ::
Rendering Competition - Computer Graphics Course WS07/08 ::

Optimization :: Depth of Field :: Surface Shading :: Modeling :: Advanced Ray-Tracing :: Fun ::
Documentented Code ::

 
Computer Graphics Course Jonas / Simon

 

Surface Shading

We implemented lots of shaders, most of them only as helper for smooth transitions or cool effects. Three classes of shaders are of interest:
- solid procedural shaders, implemented with perlin noise (wood, marble, clouds)
- metal shaders, which are energy consuming
- and reflective/refractive materials like glass

The following image contains all of this shaders, rendered with 36x super sampling, 36x sampled depth of field, 15x recursion depth and 25 rays per quad area light. It took ~10 hours on my powerbook to render.