accelerated ray tracer

In all the great online classes I attended over the last year, there was one topic missing. Finally I found an offering for a Computer Graphics class. After all, that’s the field I ‘ve been working in for the last five and a half years. The class is offered at and is from Berkley. It’s the first class I’m taking from edx, and the style of the class is comparable to coursera and udacity.

The first part of the class was concerned about OpenGL, and we implemented an interactive scene viewer. Although I didn’t work directly with regular OpenGL before, only with WebGL which is based on OpenGL ES, it was mostly repetition. But nonetheless it was good training for working with homogeneous coordinates and matrices with different orderings. For grading, we had to produce 12 screenshots from the same scene with different transformations. Once it was implemented I had only to change the order of some transformations to have all images correct.

The second part was concerned with ray tracing. Eventhough I was familiar with the basic concept, working with it was new to me. And in the class, we had to build a ray tracer from scratch.The theory sounded straight forward. But somehow I was not so lucky in implementing it. In every new part I made some silly mistake. I developed it not exemplary test driven, but with unit tests for every key part that I wanted to verify. With that in place I could usually find and correct the problem in time. For grading, we had to produce seven images. Continue reading “accelerated ray tracer”