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Ray Tracing in WebGL2

Ray Tracing Basics

Rendering of Primitive Shapes

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

Rectangle Data

p1 (x,y,z) [m]
p2 (x,y,z) [m]
p3 (x,y,z) [m]
Color
Specularity

Triangle Data

p1 (x,y,z) [m]
p2 (x,y,z) [m]
p3 (x,y,z) [m]
Color
Specularity

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

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

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

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
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