# Test Scene 1 # A simple quad viewed from different camera positions size 300 300 # Now specify the camera. This is what you should implement. # This file has 4 camera positions. Render your scene for all 4. #camera 0 0 4 0 0 0 0 1 0 30 #camera 0 -3 3 0 0 0 0 1 0 30 #camera -4 0 1 0 0 1 0 0 1 45 #camera -4 -4 4 1 0 0 0 1 0 30 camera 0 -70 45 0 0.2 0 0 1 0 45 # lighting/material definitions # for initial testing, you should get the geometry right # you may want to use dummy (constant) shading, ignoring these lines ambient .1 .1 .1 #directional 0 0 1 .5 .5 .5 #point 4 0 4 .5 .5 .5 diffuse 1 1 1 specular 1 0 0 shininess 10 attenuation 1 0 0 #point 100 0 100 1 1 1 area 100 0 100 100 # Now specify the geometry # Again, for initial testing, maybe you want to implement a dummy # ray-plane intersection routine, instead of reading this fully. # Though it's probably simpler you just implement this, for later # parts of the assignment. reflectivity 0 model media/chess_landscape.ppm media/board.obj #model media/chess_landscape.ppm media/rim.obj 1 1 reflectivity 0.2 translucency 0.6 diffuse 0.6 0.6 1 specular 0.6 0.6 1 shininess 25 ambient 0 0 0.2 #the following is the dielectric of air over glass dielectric 0.65809210526 sphere 0 0 15 10