This is from a basic Whitted recursive raytracer I'm writing.
The picture shows six spheres and an infinite plane with different material
properties and two point lights.
The recursive depth is 8 and 8-16 rays per pixel (adaptive rejection
sampling and a box-filter).
The program is written in C++ with Borland Builder 6.
Features so far
Strauss BRDF shader for the materials
Basic geometry (planes and spheres)
Basic texture mapping
Reflection and refraction
More shaders and more geometry
Improved texture mapping
Distributed shadow rays
Improved refraction handling
Scene definition scripting
And the main goal of this project is Photon mapping.
Comments are appreciated