diff --git a/README.md b/README.md index aa0f112..ec8c7ea 100644 --- a/README.md +++ b/README.md @@ -1,3 +1,29 @@ +Submission: + +https://www.shadertoy.com/view/msBGzt + +Collaborators: None + +Bug number 1: + +Spheres look deformed. Cause: aspect ratio was incorrect in the projection part of the raycast function! + +Bug number 2: + +Spheres are off center, rotation is weird. Cause: Incorrect uv coordinates sent! We calculated NDC uv2, but never actually inputted it into the raycast function. This would explain the offset. + +Bug number 3: + +Specular reflection missing. I knew that the bug would have to be inside sdf3d. It turns out we were reflecting eye instead of dir! Replacing eye with dir fixed this bug. + +Bug number 0: + +Compiler error- fixed by adding type declaration vec2 to uv2! + +Bug number 5: + +Fixed floor artifacts by increasing number of iterations of march! This issue happens to rays that get very close but dont actually intersect objects in sphere tracing, since many iterations are used up by very small increments forward, resulting in no intersection if the number of iterations isnt high enough. + # lab06-debugging # Setup