This means that I can finally implement shadow rays. [Maybe even radiosity :) but that is for another day]
But for the time being, here are the results of shadowing:
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpKUx5dlE5Wt-EBJ2xDa_1mOHcMnJIuaKlTv1kfssmHYEwLUS_3h9DJHqJAqGChAARliKyX36yWX_VWTw6WT3lmCNFfxYpvD4rSBYoFseYh-elVxxs_ePL7kjia41wN73VZP3quWGvlEU/s320/shadow.png)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9pafxrvBXOYVV3KGVBrSd7KjvhF87Jx-1w6P3CLXCtsH5s92V0mC6TEt6uIpKfddE0YJqMaDklChy2EspvHiYjShWUsWweI9VVCowmNKWBkVqhN0EvxeYsNqVURWHOA4hNEPCVEGGaHM/s320/shadow2.png)
Shadow rays can be computationally heavy as I found out:
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjihLAcU1DRYkPAhUhxGulWb6X0Yz3CdiKBTu_5pauUftb0hogpVkG_ZN6qSpNC9UXcQetXmuYLwW7qH1jCvSXr4-hjOZkZVheNtBpaEdYLD9hJHlPxUl7c8XiaQc89MN5XEdTW7YJUjIk/s400/shadow_stats.png)
Not much time to spend today, so thats all for now.
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