1 team members: Phong Do 2 Submitted ray tracing file: a.png, b.png 3 Source data files: main.cpp //main file to show animation tracer.cpp //tracing algorithms rayobj.cpp //object class sphere.cpp //sphere class plane.cpp //plane class light.cpp //light class ists.cpp //class to hold information about scene imagep.cpp //holds information about the colour for the pixels texture.cpp //texture class for loading textures material.cpp //class for containg material properties ray.cpp //contains data for each ray file_loader.cpp //load initialization file containing objects and light in scene vector.cpp //3 dimensional vector class Makefile //makefile defs.h //containing definitions a.ini //holds scene information for scene a.ppm b.ini //holds scene information for scene b.ppm *.ppm //textures I used for the scene 4 Compile and run instruction Compile: run makefile to compile. run: demo <source initization file> <destination ppm file> note that the image saver routine does not work very well, so I used the screen shot capture to obtain the images. 5 Descrption. use an initizliation file (*.ini) to create any scene. a.ppm: this scene contains spheres with textures of various planets in a room. The side walls are reflective. A plane at the back is transparent. Some spheres here are transparent or reflectie or neither. b.ppm: this scene just contains 4 reflective bounding walls and three spheres: The sphere at the bottom is reflective, the sphere at the middle is normal, and the sphere at the top is transparent. 6 Cited sources. The local illumination shading algorithm are found in the course text book. some calculation algorithms not from me are documented in the source code. 7 Division of labour. None