Zombie Zen

Roxy's Blog

Texture Mapping!

Posted at by Roxy Light
Tree texture-mapped onto cube

It’s been a while since I’ve posted because of some events that required my attention, but I’m back with yet another goray rendered image! A lot has changed in the rendering infrastructure (refactoring and such), and now it supports spot lights and texture mapping! Texture mapping and Blender export have not been merged to the trunk yet, but they’re coming soon.

The other exciting news is, if you’re bold enough, you can play with goray, too! Check out the Sourceforge project!

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notitlewhatsoever:

Splendorman <3

funny marblehornets spinoff

If you’ve been watching Marble Hornets, this will make you lol. It’s also pretty funny regardless, but it’s really a Marble Hornets joke.

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Currently expanding the FIRST scouting project to generate PDFs with barcode IDs. Data entry will be epic.

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Going to Google

Posted at by Roxy Light
Google

Hello, everyone! I am excited to announce that I will be a Software Engineering Intern at Google this summer! I was waiting until everything was finalized and the paperwork was signed before I made the announcement, and the time has come. Mountain View, here I come!

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After fixing my ray/triangle intersection code, I’ve moved to working on the material system for my raytracer. I’m starting on the simple material first: Lambert shading with recursive raytracing for reflection.

For those who don’t know that much about raytracing, the Wikipedia article is surprisingly informative. The cool part is that the same code that you use to compute the normal scene just gets called recursively to create the reflection. It also makes physics class fun when you can readily see that just by applying the Law of Reflection, you can make cool effects. Next stop, Snell’s law!

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