

VIST 470 - Ambient Occlusion
In this assignment we were tasked with using ambient occlusion as our main light source in our scene. I started with looking at the ambient occlusion chapter that was linked in the assignment folder. I used the code that was on this link to build my ambient occlusion shader. Though as I was building the same shader that was provided in the chapter a error kept popping up saying "cannot find shadingnormal" I ended up having to find the shading normal in some of the 3delight he


VIST-470 Assignment 8 - Ray Tracing
For this assignment we re-visted the previous assignment 5, but we were tasked with using ray tracing instead of shadow maps and environment maps. To change the the assignment from shadow and environment maps I just had to add some extra lines of code to change it to ray tracing. One major piece of code that I had to add to the code at the end of each texture that I called was ["raytracing"], After I got the ray tracing working properly I decided to make a new scene. I used


VIST 470- Assignment 7 - Volume Shader
For this assignment we were tasked with creating a volume shader. *** Disclaimer Wix doesn't support txt file documents so I had to upload the files as pdf's *** My first angle of my scene Second angle of my scene Scene In the scene file I create cones, rings, and planes as my geometry. I created a box like geometry to shot off the smoke because if there was no geometry behind it because the shader detects that it doesn't need to display the smoke in that section. I also used