-------------------------------------------- student : gozar graded by : Damian Isla time : Mon Nov 22 21:34:12 EST 1999 problem set: ivray -------------------------------------------- Eye ray generation (0-2): 2 Cone, cyl, poly isection (0-2): 1 Shadow (0-1): 0.5 Reflection (0-2): 1 Transmission (0-2): 1 Shading (0-2): 1.5 Supersampling and jittering (0-2): 0 Statistics (0-1): 0 Exactitude (0-1): 1 total (0-15): 8 -------------------------------------------- notes: Some of the problems I found with your code are: The cone intersection code is not working correctly -- the reverse of faces is not being rendered. Polygon intersection also has problem -- polygons are coming out looking curved. The calculations of ReflectionDirection and TransmissionDirection are both wrong. In the case of ReflectionDirection, you would just have to add a minus sign! In ReflectionRadiance() (in Shade.C) you have to multiply the output by obj->specular. Transmission radiance not implmened Your shadowing code is not finished. To do shadowing correctly, this needs to be iterative, where you just check for the first object-hit. Also, you do not displace the starting point of the shadows ray away from the surface -- this is probably the source of the black speckling that you see in your output. In Specular Radiance, you calculate the H vector wrong. It is LdirWS - viewdWS not LdirWS + viewdWS Supersampling, jittering, RayTraceStart and RayTraceFinish were not implemented. --------------------------------------------