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GLSL shader programming help needed


RayTrace-render a scene containing a Sphere.


For the following pinhole camera description and the scene (containing a single AABB) modify the pixelColor function of the raytracing template to compute color of the sphere that is visible through each pixel. Assume that the sphere diameter is 1 unit and is centered at (0,0,0).

Camera: Assume that the camera is positioned 1.25 units away along the Z axis, looking at the origin, and Y-axis as the camera Up vector, and has a vertical field of view of 75 degrees.

At = [0, 0, 0]

Up = [0, 1, 0]

Eye = [0, 0, 1.25]

FOV = 75

For color assignment use the simple shading technique:

If the sphere is visible through the pixel then

color = the absolute value of the normal vector at the point of the sphere visible to the camera

else color = background-color

Kĩ năng: OpenGL, Lập trình C++, Lập trình C, 3D Modelling, Kiến trúc phần mềm

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ID dự án: #32743390

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