software from the book Ray Tracing from the Ground Up by Kevin Suffern
currently in chapter 25.
Mirror Reflection
Area Lights
Ambient Occlusion (Regular Sampler: 1x, 4x, 16x, 256x)
Shadow
Glossy Material
Grid
1 - Design and Programming : complete
2 - Essential Mathematics : complete
3 - Bare-Bones Ray Tracing : complete
4 - Antialiasing : complete
5 - Sampling Techniques : complete
6 - Disk Samples : complete
7 - Hemisphere Samples : complete
8 - Perpective Viewing : complete
9 - Viewing System : complete
10 - Depth of Field : complete
11 - Nonlinear Projection : --------
12 - Stereoscopy : --------
13 - Theretical Fundations : complete
14 - Lights and Materials : complete
15 - Specular Reflection : complete
16 - Shadows : complete
17 - Ambient Occlusion : complete
18 - Area Lights : 70%
19 - Ray-Object Intersections: 70%
20 - Affine Transformations : --------
21 - Transforming Objects : --------
22 - Regular Grids : complete
23 - Triangle Meshes : DISCONTINUED
24 - Mirror Reflection : complete
25 - Glossy Reflection : --------
26 - Global Illumination : --------
27 - Simple Transparency : --------
28 - Realistc Transparency : --------
29 - Texture Mapping : --------
30 - Procedural Textures : --------
31 - Noise-Based Textures : --------