Just to remind, my implementation of lab3 requires a textureParams.txt, which determines the texture parameters (i.e., a number between 0-7) for each object in the scene, in the same directory with the executable file. I set the parameters such that each number corresponds to a specific texture type as explained below:
Basically, I modified the lab.3 to include distributed ray tracing and subsequent effects such as soft shadowing, glossy and translucency, as well as other required effects such as smooth shading for triangulated objects and handling non-uniform scaling for spheres (this has already been implemented fro lab3, anyway.). We added two more command line parameters that controls the # samples per pixel(in each dimension) and # samples to be sampled from an intersection point to a light source, so that we can run the code with different parameters without recompiling. For the area light sources, we considered a sphere light source with a radius hardcoded to be 1.5. The number of samples generated for each reflection and refraction rays (for gloss and translucency effects) is also hardcoded to be 16 (changed to either 8 or 32 for some experiments). Below are the links to some scenes, where we present some scenes constructed to demonstrate those implementations.