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32 changes: 31 additions & 1 deletion assets/cook_torrance_showcase.scene
Original file line number Diff line number Diff line change
Expand Up @@ -79,6 +79,27 @@ sphere -2.0 -2.5 -6.0 0.7 plastic_red_normal # Standard F0: 0.04
sphere 0.0 -2.5 -6.0 0.7 plastic_red_glossy # Higher F0: 0.08
sphere 2.0 -2.5 -6.0 0.7 matte_white # Lambert reference

# ================================================
# LIGHTING SYSTEM: OPTIMIZED FOR MATERIAL DEMONSTRATION
# ================================================
# Lighting setup specifically designed to showcase Cook-Torrance BRDF features
# Emphasizes specular highlights, Fresnel effects, and material differences

# Primary Directional Light: Strong directional light to emphasize Cook-Torrance vs Lambert differences
# Positioned to create clear specular highlights across all spheres for material comparison
# Strong intensity to make BRDF differences visible across roughness and metallic parameters
light_directional -0.2 -0.8 -0.3 1.0 1.0 1.0 3.

# Secondary Point Light: Positioned for specular highlight demonstration
# Creates focused highlights that vary based on roughness and metallic parameters
# Warm color temperature to enhance gold material appearance
light_point 1.0 3.0 -2.0 1.0 0.9 0.7 3.

# Soft Fill Light: Area light for subtle ambient illumination
# Provides gentle fill lighting without overwhelming primary specular effects
# Cool color temperature for color balance and depth
light_area -3.0 1.0 -4.0 0.5 0.2 0.8 1.0 1.5 0.7 0.8 1.0 1.

# ================================================
# EDUCATIONAL NOTES AND LEARNING OBJECTIVES
# ================================================
Expand Down Expand Up @@ -120,4 +141,13 @@ sphere 2.0 -2.5 -6.0 0.7 matte_white # Lambert reference
# - All materials use physically plausible parameter ranges
# - Roughness limited to [0.01, 1.0] to prevent numerical instability
# - F0 values appropriate for material types (0.04 typical for dielectrics)
# - Scene layout optimized for educational comparison and visual learning
# - Scene layout optimized for educational comparison and visual learning
#
# LIGHTING DESIGN FOR MATERIAL EDUCATION:
# - Directional light: Creates consistent specular angles across all spheres
# - Point light: Provides focused highlights that vary by surface properties
# - Area light: Adds subtle ambient without masking material differences
# - Light positioning emphasizes roughness gradients (smooth → rough)
# - Color temperatures chosen to enhance metallic vs dielectric distinctions
# - Intensities balanced to prevent overexposure while maintaining highlight visibility
# - Multiple light types demonstrate how different illumination affects BRDF evaluation
28 changes: 27 additions & 1 deletion assets/showcase_scene.scene
Original file line number Diff line number Diff line change
Expand Up @@ -34,6 +34,24 @@ sphere 1.5 1.0 -5.5 0.9 warm_orange
sphere 0.5 -1.5 -7.0 0.7 deep_purple
sphere -1.5 -0.8 -7.5 0.5 cool_cyan

# ================================================
# LIGHTING SYSTEM: MULTI-LIGHT DEMONSTRATION
# ================================================
# Three-point lighting setup for professional scene illumination
# Demonstrates multiple light types working together

# Key Light: Primary illumination from front-right
# Provides main illumination and defines primary shadows
light_point 3.0 2.0 -1.0 1.0 0.95 0.8 4.0

# Fill Light: Softer illumination from left to reduce harsh shadows
# Balances the key light and provides secondary illumination
light_point -2.0 1.0 -3.0 0.8 0.9 1.0 2.0

# Rim Light: Directional light from behind for edge definition
# Creates edge highlights and separates objects from background
light_directional 0.3 -0.5 1.0 0.9 0.8 1.0 1.5

# Educational Notes:
# Scene Design Philosophy:
# - 11 spheres total for complex intersection testing
Expand All @@ -55,4 +73,12 @@ sphere -1.5 -0.8 -7.5 0.5 cool_cyan
# - Middle row adds depth and complexity
# - Back row creates atmospheric perspective
# - Color progression from warm (front) to cool (back) adds depth
# - Size variation creates natural focal hierarchy
# - Size variation creates natural focal hierarchy
#
# Multi-Light Design Philosophy:
# - Key light: Warm white (1.0, 0.95, 0.8) for primary subject illumination
# - Fill light: Cool white (0.8, 0.9, 1.0) for shadow balance and color variety
# - Rim light: Neutral warm (0.9, 0.8, 1.0) for edge definition and depth
# - Three-point lighting creates professional photographic quality
# - Different light types demonstrate various illumination models
# - Light intensity balanced to prevent overexposure while maintaining visibility
13 changes: 12 additions & 1 deletion assets/simple_scene.scene
Original file line number Diff line number Diff line change
Expand Up @@ -18,9 +18,20 @@ sphere 0.0 0.0 -5.0 1.0 red_sphere
sphere 2.0 0.0 -6.0 0.8 blue_sphere
sphere -1.5 1.0 -4.0 0.6 green_sphere

# Lighting Section
# Basic point light for educational visibility and material demonstration
# Format: light_point pos_x pos_y pos_z color_r color_g color_b intensity
light_point 2.0 2.0 -2.0 1.0 1.0 1.0 3.0

# Educational Notes:
# - Red sphere: Large central sphere for primary intersection testing
# - Blue sphere: Offset sphere to test closest-hit logic
# - Green sphere: Smaller sphere at different depth for depth testing
# - All spheres positioned in front of camera (negative Z) for visibility
# - Different radii to test intersection algorithm with varied sphere sizes
# - Different radii to test intersection algorithm with varied sphere sizes
#
# Lighting Design:
# - Single point light positioned above and to the right (2, 2, -2)
# - White light (1.0, 1.0, 1.0) ensures neutral color representation
# - Intensity 3.0 provides clear visibility without overexposure
# - Light placement creates subtle shadows for depth perception
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