- Raycasting from a camera into a scenen through a pixel grid
- Phong lighting for one point light source
- Diffuse lambertian surfaces
- Raytraced shadows
- Cube intersection testing
- Sphere surface point sampling
Finally, I found out why. It is because I used EPSILON in the box-ray intersection set when the ray parrelle with one plane. EPSILON is defined as 0.000000001, which seems too small for a float number camparation. I have changed it to 0.001.
Now, the picutre looks like this:
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