Introduction
This project took a slight look of the old ray generation method designed in previous project. This project shows how ray generation methods work inside simulated tree. I developed a new random ray generation technique that could homogeniously generate ray in all sides. I tested the new ray generation method with the test cases (Boxes) in which there was one leaf. And the results were promissing.
Hemisphere and the angle of ray.
Leaf with the generated rays and its corresponding ray angles.
Development requirements
C++
OpenGL
Test Cases
In order to test our Ray generation techniques, and see the distribution of the rays in different direction we use two new test (QuarterBox test and ThirForth- Box test along with the following pre test cases.

None Plane test for equal distribution of angles
Quarter Box test for equal distribution of angles
Half Box test for equal distribution of angles
ThirdForth Box test for equal distribution of angles
Full Box test for equal distribution of angles
Validation Method

1:Ray As Fan:
In this method Fan angles are same but the rays angles are different.

2: Randomized Rays
In this method Fan angles are same but the rays angles are different.

3: Randomized Fan Rays

In this method Fan angles are same but the rays angles are different.

4: Hemisphere Rays
This method is different from Randomized Rays Angle and Randomized FAR angle in this context that we use ALtitute and Azimuth angle


Tree Hugger
Published:

Tree Hugger

TreeHugger is a project in computer graphics department that is researching on tree growth simulation. In this project I worked on light ray gene Read More

Published:

Creative Fields