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Brian Hammond
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Initial import from 2002
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.DS_Store

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.svn/all-wcprops

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svn:wc:ra_dav:version-url
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V 44
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/projects/!svn/ver/187/raytracer/cpp-version
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END
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TODO
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svn:wc:ra_dav:version-url
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/projects/!svn/ver/48/raytracer/cpp-version/TODO
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END
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SHADERS
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svn:wc:ra_dav:version-url
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/projects/!svn/ver/48/raytracer/cpp-version/SHADERS
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END
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README
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svn:wc:ra_dav:version-url
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/projects/!svn/ver/48/raytracer/cpp-version/README
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END

.svn/entries

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dir
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http://svn.brianhammond.com/projects/raytracer/cpp-version
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http://svn.brianhammond.com/projects
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2008-07-03T02:41:21.187169Z
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187
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hammondb
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svn:special svn:externals svn:needs-lock
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e68a46c5-7a0d-0410-8a7d-b6ad172c45b9
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include
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dir
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Images
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dir
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Rt
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dir
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TODO
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file
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2008-11-04T00:21:44.000000Z
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688d5e91b101430b72ac37bc04466f44
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2008-01-21T14:43:01.667796Z
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48
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hammondb
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has-props
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res
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dir
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SHADERS
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file
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2008-11-04T00:21:44.000000Z
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7b7c4c8eb07aafac21511fc732afd797
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2008-01-21T14:43:01.667796Z
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48
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hammondb
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has-props
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README
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file
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2008-11-04T00:21:44.000000Z
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a3f1e39c52c2e7cfc6739b43b5755388
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2008-01-21T14:43:01.667796Z
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48
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hammondb
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has-props
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.svn/format

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.svn/prop-base/README.svn-base

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svn:executable
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*
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END

.svn/prop-base/SHADERS.svn-base

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.svn/prop-base/TODO.svn-base

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.svn/text-base/README.svn-base

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Rt - A simple raytracer in C++/Python
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Features
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* Standard Whitted style raytracer
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* Light sources: ambient, point, directional, spotlight
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* Phong lighting model
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* Reflections
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* Refractions (aka transmission or transparency)
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* Primitives: plane, sphere, box
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* Texture coordinate generation (planar, spherical)
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Unfinished Features
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* Python as SDL (scene description language)
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* Render farm using Python
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* Integrated previewer using PyGame
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High-level Tasklist
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* Advanced materials using maps (reflection map, gloss map, diffuse map, etc)
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* Triangle and triangle meshes
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* Bounding box hierarchy
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* Colored shadows via transparent surfaces
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Tools To Implement
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* OpenGL scene composer
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* Material editor
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* Converter from POV

.svn/text-base/SHADERS.svn-base

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Notes from Renderman Shaders:
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- Types of shaders:
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- light shaders: calculates the color of light emitted from a point on
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the surface of the light.
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- color (spectrum)
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- intensity
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- direction
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- falloff
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- surface shaders: based on incoming illumination and material properties,
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these determine the color reflected from a surface.
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- volume shaders: modify light ray as it travels through a medium or volume.
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- displacement shaders: alter surface point (along normal)
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- transformation shaders: non-linear xforms of points; camera projections
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- image shaders (aka imagers): final pixel operations
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- Context:
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- surface shader
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- exterior volume shader (atmosphere)
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- attenuates light influence
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- interior volume shader
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- light sources
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- lights can be attached to prims to create area light sources
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- xform (linear, non-linear)
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- displacement shader
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- imager
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- Built in shaders:
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- Light Shaders
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- ambientlight
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- distantlight
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- pointlight
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- spotlight
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- Surface Shaders
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- constant
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- matte
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- metal
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- shinymetal
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- plastic
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- paintedplastic
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- Atmosphere
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- fog
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- depthcue
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- Displacement
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- bumpy
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- uniform vs varying parameters
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- for specifying at vertices and interpolated across surface
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- predefined set of varying parameters for each shader
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we would set these as attribs in python shader objects before invoking
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its shade() method
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- I is NOT normalized on entry to shaders. It is the distance b/w ray origin
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and P.
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- faceforward() ?
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opposite() ?
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***************************************
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