Tomorrow promises to be a big day at work 🙂
I fixed silly bugs in my reflection code, the fix is so elegant and simple it makes my poor heart tremble with joy. Ah, now that’s pretty weird of me to say.
I was contemplating my ray-tracer which does not use the traditional thin-lens design that basically is a take on the pinhole camera, but does some fancy stuff with the ray’s starting point and jitters it up a bit so that the focus is directed exactly at a specific point in the render. I realized that my ray-tracer has no mechanism for focus; it has a sharpness, and at best, the smoothness of anti-aliasing, which makes some things look rather Tron-ish. However, I’ve been thinking of jittering a specific pixel’s ray cluster and directing the resulting rays through the ideal focal point for that pixel, making each individual pixel’s cluster act like a pinhole camera, and producing the same effect, except instead of using thin-lens approximation, my tracer uses an actual lens and shortest-path-first behavior for creating an image.
I actually made a thumbnail for this next render, it was taking too long to load my old page with those 2 big renders on it. It’s my settler’s map but with 3 big reflective balls and a blue plane beneath (which is also reflective.) Light itself does not reflect though …
I like it, not cause it makes any sense, but because there’s a lot of bright colors and the reflectiveness really adds some depth to it.