CAP4730: Assignment 4

Compare Ray-Tracing to OpenGL


Assigned: Monday, March 20th, 2006
Due: Wednesday, April 5th, 2006

 

Objective: For a given scene:

1)      render it OpenGL 

2)      ray-trace it  (you can enhance the ray-trace scene to make it as realistic/artistic as possible)

 

Analyze the differences. 

 

Step 1: Create a scene.  This scene should represent about 10 hours of work with a modeler.

(Note, you can use the same scene from assignment 3)

Step 2: Download, install, and go through the tutorials for povray (http://www.povray.org/). 

Step 3: If you want to convert models from 3ds, .obj, or other file formats, download poseray (http://mysite.verizon.net/sfg0000/index.htm)

 

Render the scene in OpenGL.  Save a screenshot (on a PC, use Alt-PrintScreen to copy the current window’s contents to the clipboard, then go into a program like Paint to paste and save it out)

Your ray-traced scene should contain at least:

            Lighting: point light source, area light source, objects that emit light

            Objects: Surfaces the reflect, surfaces that refract, constructive solid geometry, textures

Render the scene in PovRay with a global_settings {max_trace_ray }setting of 1, 5, and 10.

 

Report (Maximum 3 pages, including pictures/screen shots)

·        Plot the time to ray-trace as you increase the # of lights (up to at least 4) (5 points)

·        Estimate the # of rays fired to render your scene.  Write how you came up with that estimate (5 points)

·        *EXPLAIN*

1.      Lighting differences between the OpenGL and ray traced image of your scene (5 points)

2.      Geometry differences between the OpenGL and ray traced image of your scene (5 points)

3.      Visual differences (such as anti-aliasing) between the OpenGL and ray traced image of your scene (5 points)

4.      What scene components can you do easily with ray-tracing you can not do easily with opengl? (5 points)

 

Turn in:

 

Extra credit:

            Best scene (artistic) – 10 points. 

            Best scene (technical) – 10 points. 

 

Grading:
100 pts (15% of total grade)
If you get it right: 80 points

·        OpenGL Rendering (5 points)

·        Ray-traced scene (45 points)

1.      5 points each for:

1.      Point Light source, Area Light source, Emissive objects

2.      Reflective surfaces, refractive surfaces

2.      10 points for

1.      constructive solid geometry

2.      Textures

·        Report (30 points)

Quality: 20 points