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.
Development requirements
C++
OpenGL
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.
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