http://code.google.com/p/cdshader/
Written by Benjamin Richards in OpenGL and GLSL using the GLUT and GLEW libraries for my Procedural Shading project (Computer Science dept, RIT). The code is based on equations and code found in the paper: Rendering Compact Discs and Other Diffractive Surfaces Illuminated by Linear Light Sources by Janus Egholm and Niels J. Christensen (2006), and the book: OpenGL Shading Language Second Edition by Randi J. Rost (2006). Standard diffuse and specular shading is phong, based off of a plastic shader example from one of our early lab assignments.
Rendered on 32-bit Windows XP SP3, 3 GB RAM, Intel Core 2 Duo @ 2.13 GHz, and a 512 MB DDR3 ATI Radeon HD 4850, all at factory settings (no overclocking).
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