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User Guide

The document describes the scene description language (SDL) used by a ray tracer to define scenes. The SDL includes specifications for image size and sampling, materials, objects, textures, and lights. Materials include Lambert, Phong, and reflective models defined by ambient, diffuse, and specular properties. Supported objects are spheres, planes, cylinders, triangles, tori, and OBJ files. Textures can be spherical, UV mapped, cylindrical, or rectangular. Lights include ambient, directional, point, and ambient occlusion types.

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0% found this document useful (0 votes)
16 views

User Guide

The document describes the scene description language (SDL) used by a ray tracer to define scenes. The SDL includes specifications for image size and sampling, materials, objects, textures, and lights. Materials include Lambert, Phong, and reflective models defined by ambient, diffuse, and specular properties. Supported objects are spheres, planes, cylinders, triangles, tori, and OBJ files. Textures can be spherical, UV mapped, cylindrical, or rectangular. Lights include ambient, directional, point, and ambient occlusion types.

Uploaded by

m_kedar_nath
Copyright
© Attribution Non-Commercial (BY-NC)
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Download as PDF, TXT or read online on Scribd
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Please Use ARROW keys only to move Eye/Look to new position and Render, Key press and moving/spinning

is NOT the actual Eye/Look move. The Scene Description Language (SDL): As the ray-tracer doesn't much needs any GUI, its dependent on a Scene Description File for construction of scene. Below is an sample SDL used in our ray-tracer: #start image(512)samples(4)depth(3) ambience(100,105,105,0.2)diffuse(55,100,60,0.8)specular(0,0)phong obj texture(3)UV ambience(70,5,70,0.2)diffuse(70,5,70,0.5)specular(1,0.1)reflective radius(3)translate(0,1,0)rotate(0,0,0)scale(1,1,1)sphere texture(0)spherical ambience(50,50,50,0.7)diffuse(80,80,80,0.5)specular(1,0.2)lambert translate(0,-0.53,0)rotate(0,0,0)scale(0,0,0)plane texture(0)rectangular translate(5,4,4)color(10,10,10)atten(0,0,0)intensity(0.9)shadow(1)ambientocclusion or translate(5,4,4)color(10,10,10)atten(0,0,0)intensity(0.9)shadow(1)pointlight translate(5,4,4)color(10,10,10)atten(0,0,0)intensity(0.9)shadow(1)ambientlight rotate(50,40,40)color(10,10,10)atten(0,0,0)intensity(0.9)shadow(1)directionlight #end Guideline/Help: The first line is render settings: image(512) = image size in 1:1 ratio. Samples(4) = number of samples to be used, strictly in squares only (for e.g. 1, 4, 16, 25, 64... etc) depth(3) = the reflection depth, the number of rays for which a hit point should go for its pixel value. Plz note: There is no dynamic loader for .obj and texture image, but these can be manually loaded from for .obj =>>>>> Scene.cpp, line no. 77. for texture =>>> TEXTURE.cpp, line no. 8. For any object, the usual order of proceding is Material->Object->Texture and Lights. Material: there are 3 types of material defined in this raytracer, 1) Lambert, 2) Phong, 3) Reflective. all take in Ambience and Diffuse, while Phong and Reflective take in extra Specular

BRDF input. - For Ambience and Diffuse, the order is (R,G,B,Contribution) - For Specular, its (Power Factor, Contribution) - Reflective is an extension of Phong, casting reflection rays based upon user defined depth. Objects: At the moment Sphere, plane, cylinder, triangle, torus and external OBJ (Coded in) All objects have Translation, Rotation and Scaling Factors except external OBJ's - for Translation order is (Tx, Ty, Tz) - for Scaling (Sx, Sy, Sz) - for Rotation (Rx, Ry, Rz) Texture: At the moment the Parser supports multiple texture, but the texture name is coded in 36 - texture(number), if the number=0 then no texture for that particular object, only basic material properties are to be used. - Mapping style: spherical, UV (for OBJ's), cylindrical and rectangular. Lights: Supported lights: Ambient, Directional, Point and AmbientOcclusion. Please note: There is no limit to Ambient, Directional and point. But while using them, Ambientocclusion is not to be loaded. To render a scene with ambientocclusion, plz remove all other lights and keep only one AmbientOcclusion loaded. - translate values - color values - attenuation, (constant,linear,quadratic): (2,0,0) means constant atten to be used, (0,2,0) means linear atten, (0,0,2) means quadratic and (0,0,0) means no attenuation. - intensity (float value) - shadow (ON/OFF)

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