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Ray Tracing in WebGL2
Ray Tracing in WebGL2
Ray Tracing Basics
Camera rotation and zoom
Diffuse and specular reflection
Rendering of Primitive Shapes
Sphere
Rectangle
Triangle
Disk
Cylinder
Cone
Paraboloid
Sphere
Rectangle
Triangle
Disk
Cylinder
Cone
Paraboloid
List of Elements
Sphere Data
p1 (x,y,z) [m]
p2 (x,y,z) [m]
p3 (x,y,z) [m]
Radius [m]
Start Angle [°]
End Angle [°]
Apex Truncation [m]
Base Truncation [m]
Color
Specularity
OK
Cancel
Rectangle Data
p1 (x,y,z) [m]
p2 (x,y,z) [m]
p3 (x,y,z) [m]
Color
Specularity
OK
Cancel
Triangle Data
p1 (x,y,z) [m]
p2 (x,y,z) [m]
p3 (x,y,z) [m]
Color
Specularity
OK
Cancel
Disk Data
p1 (x,y,z) [m]
p2 (x,y,z) [m]
p3 (x,y,z) [m]
Outer Radius [m]
Inner Radius [m]
Start Angle [°]
End Angle [°]
Color
Specularity
OK
Cancel
Cylinder Data
p1 (x,y,z) [m]
p2 (x,y,z) [m]
p3 (x,y,z) [m]
Radius [m]
Start Angle [°]
End Angle [°]
Color
Specularity
OK
Cancel
Cone Data
p1 (x,y,z) [m]
p2 (x,y,z) [m]
p3 (x,y,z) [m]
Radius1 [m]
Radius2 [m]
Start Angle [°]
End Angle [°]
Color
Specularity
OK
Cancel
Paraboloid Data
p1 (x,y,z) [m]
p2 (x,y,z) [m]
p3 (x,y,z) [m]
Radius [m]
Apex Truncation [m]
Start Angle [°]
End Angle [°]
Color
Specularity
OK
Cancel
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