-------------------------------------------- student : mattlee graded by : Kari Anne Hoier Kjolaas time : Sat Nov 13 14:57:03 EST 1999 problem set: ivray -------------------------------------------- Eye ray generation (0-2): 2 Cone, cyl, poly isection (0-2): 2 Shadow (0-1): 1 Reflection (0-2): 2 Transmission (0-2): 2 Shading (0-2): 1 Supersampling and jittering (0-2): 0 Statistics (0-1): 0 Exactitude (0-1): 1 total (0-15): 11 -------------------------------------------- notes: Overall good job, but you missed a few things. You forget to multiply the reflective radiance by the object's ks before passing it on. You cast shadow rays even if the light is not visible. This is inefficient, but not incorrect and you did not lose any points for it. I don't understand how you calculate your specular radiance. I can't make the formula make sence. For one thing, you multiply by 100. The color space is 0-256, so you should multiply by 256 to get the right scale. I can't make the rest of the formula work out to the right result either. You do not normalize your reflective ray. This is ok, as long as you are consistent, but can lead to hard to find bugs. Your Phong distance attenuation is not calculated correctly. I can't find your code for jittering/ supersampling? Did you write this? --------------------------------------------