Question: Physics Rendering via Ray Casting with Black Holes In this assignment, you are asked to develop a simple renderer using ray casting. The underlying physics
Physics Rendering via Ray Casting with Black Holes
In this assignment, you are asked to develop a simple renderer using ray casting. The underlying physics will be a bit stranger than the realistic ones we typically use. Here are what you are expected to do:
Build a D world in Unity with at least separate objects total # of triangles to be at least with adjustable pose and Lambertian materials Add at least three different light sources intensity and position should be adjustable Assume that there is only one type of material for objects, ie Lambertian Your camera is a pinhole camera with adjustable FoV, center and viewing directions. The physics of the ray casting is a bit different than the visible world we live in A ray goes on a straight line when there are no black holes. When there is a black hole, any ray starting from a position ends at the black hole. The photon for the ray goes through a degree curve.
Build an image of size x using your ray caster.
Figure Rays red move along a straight line when there is no black holes. When there is one, the straight line curves
toward the blackhole with a quadratic curve.
Some hints:
The reality changes, assume there is a black hole, light is not moving straight anymore, blackhole bends the light towards itself.
There is an equation that must be used.
Find out ray casting.
The new reality look a bit more distorted.
The output must be an image, but it is a distorted image due to blackhole.
We are sending ray to black hole.
Basically, at a certain point, you are sending ray towards the blackhole. In the middle of them, there is a plane and ray intersects with that plane. At this intersection point, there is an rgb value, you should get that value and display a distorted image as output. Objects should look distorted in the image.
Rays sent from the source to the blackhole is not going straight, they are bending.
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