Part1
Rendering : ./pathtracer -t 8 -s 64 -l 4 -m 100 -r 480 360 -f glass_spheres_100.png ../../../dae/sky/CBspheres.dae
Max_ray_depth 0
Max_ray_depth 1
Max_ray_depth 2
Max_ray_depth 3
Max_ray_depth 4
Max_ray_depth 5
Max_ray_depth 100
Point out the new multibounce effects that appear in each image. Explain how these bounce numbers relate to the particular effects that appear.
The more bounces there are, the more details show up. At a bounce number of 0, no rays of light bounce, so nothing except the original light source is bright. At 1 bounce, shapes are shown, but no mirror or glass effects are seen. At 2 bounces, the mirror effect can be seen, but the glass effect is still black. At 3 bounces, both the mirror and glass effect can be seen, but the ball inside the mirror is black. At 4 bounces, the ball inside the mirror is no longer black. At a higher bounce number, there is no longer a difference, since that’s the max number of bounces that happen in this image.
Part 4
A thin-lens camera model only focuses on the direct center of the object, while an ideal pinhole camera model focuses on everything. Therefore, for an ideal pinhole camera we only care about the ray that passes the center of the lens, but for a thin-lens model we have to care about the refracted rays as well. Because of that, there’s a lot more calculations involved with the thin-lens model.