POV-Ray : Newsgroups : povray.binaries.images : Backward Forward Raytracing(?) : Re: Backward Forward Raytracing(?) Server Time
1 Aug 2024 18:27:07 EDT (-0400)
  Re: Backward Forward Raytracing(?)  
From: Sven Littkowski
Date: 8 May 2008 00:54:43
Message: <48228793$1@news.povray.org>
Well, I think, that image has some interesting atmosphere. I like it. 
Outside a hot, bright day, but being inside (maybe after some swimming) in 
the cool shadow. I really like your creation, Ricky.

Sven



"triple_r" <nomail@nomail> schrieb im Newsbeitrag 
news:web.47fd8a6d74f49bc3ae42298f0@news.povray.org...
> With such nice results going around I wanted to give this a try.  Here's 
> the
> image along with the full (!) implementation.  Feel free to laugh; just 
> don't
> say it doesn't work.  In short, it's just a modification for diffuse
> reflection--so I hope you aren't too attached to color or specular 
> reflection.
>
> - Ricky
>
>
> From lighting.cpp (line 2736):
>
> e3[X]= 0.798698855654525;    //<--chosen with random number
> e3[Y]=-0.402578539654782;    //generator.  Guaranteed to be
> e3[Z]=-0.974274249331249;    //random every time. (#221) ;-)
> VCross(e2,Jitter_Normal,e3); //set up a surface-normal
> VNormalize(e3,e2);           //coord system at the point
> VCross(e2,Jitter_Normal,e3); //of interest.
> r1=sqrt(drand48());          //project the unit disc onto the
> th=2.0*M_PI*drand48();       //unit sphere to get the proper
> x1=r1*cos(th);               //distribution of diffusely
> x2=r1*sin(th);               //reflected random rays
> y1=sqrt(1.0-r1*r1);
> VLinComb3(New_Ray.Direction, x1, e2, x2, e3, y3, Jitter_Normal);
>
>


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