Implemented a ray tracing system to simulate the optics of pinhole camera by using the core concepts behind synthesis of a perspective 3D image
Used shading models that approximate ambient, diffuse, and specular light reflection on surface, which give objects the appearance of having different materials
Utilized the algorithms to allow at least 10 reflections for each ray
Developed a virtual orrery that animates and renders the relative motions of the planets in the solar system against a starry backdrop
Used OpenGL shader code to implement geometry specification, coordinate systems, reference frames, interactive input, hierarchical scene organization, model and view transforms, texture mapping, shading, and real-time animation