Open Issues Need Help
View All on GitHubAI Summary: Implement specular reflection (mirroring effect) for objects in the MiniRT ray tracer. This involves calculating the reflection vector for each ray hitting a reflective surface and recursively tracing the reflected ray to determine the reflected color. The implementation should handle different object types (spheres, planes, cylinders) and integrate seamlessly with the existing lighting model.
AI Summary: Implement ray-triangle intersection calculations within the existing MiniRT ray tracer. This involves extending the existing ray-object intersection functionality to handle triangles, likely requiring the implementation of a Möller–Trumbore algorithm or similar. The "do the wolf" comment in the issue is unclear and likely unrelated to the core task.
AI Summary: Implement a checkerboard texture for planes, spheres, cylinders, and potentially cones in a ray tracing project. This involves creating separate functions for each object type to handle the texture application, ensuring correct intersection calculations and texture mapping.
AI Summary: Modify the ray structure in a ray tracing program to remove the origin and add a hit point. Implement camera field of view (FOV) and aspect ratio calculations to accurately generate rays.
AI Summary: The task requires clarifying the implementation details of shadow rendering within the MiniRT ray tracer. This involves understanding how to determine if a light source is obstructed by other objects in the scene before calculating lighting contributions for a given point on an object. The existing project documentation mentions hard shadows as a mandatory feature, but further information is needed to fully implement this correctly.
AI Summary: The task involves optimizing the ray tracing process in a MiniRT project written in C. The current implementation likely uses a while loop to iterate through rays, and the issue requests improvements or modifications to this loop within the main function (or a relevant file) to enhance efficiency or address a specific problem. This might involve optimizing the loop's conditions, parallelization, or handling of ray-object intersections more effectively.