Click here to Skip to main content
6,822,613 members and growing! (15,309 online)
Email Password   helpLost your password?
Multimedia » General Graphics » Graphics     Intermediate License: The Code Project Open License (CPOL)

Simple Ray Tracing in C# Part II (Triangles Intersection)

By andalmeida

Ray tracing and mapping in spheres
C#2.0, Windows, .NET2.0VS2005, Dev
Revision:2 (See All)
Posted:29 Jul 2007
Updated:5 Aug 2007
Views:32,916
Bookmarked:33 times
printPrint   add Share
      Discuss Discuss   Broken Article?Report  
14 votes for this article.
Popularity: 5.11 Rating: 4.46 out of 5
1 vote, 7.1%
1

2
1 vote, 7.1%
3

4
12 votes, 85.7%
5

Screenshot - raytracingXIIIa.png
Cube (8 vertices, 12 triangles)

Screenshot - raytracingXIVa.png
Ambient, diffuse and specular lights

Introduction

Previously we have seen ray tracing and mapping in spheres. Now I am extending the algorithm to perform ray x triangles intersection calculation. This first approach is very basic, where the face normals are not interpolated and there is no texture mapping which will be shown in next articles.

Background

The ray tracing technique consists in calculating each ray (rn) from the observer to the projection plane (screen) and from the light to the nearest intersection (if found) of rn to the objects within the viewer. After finding the intersection point, the ray can be reflected and/or refracted by the object depending on its material, generating another path to be computated.

Assuming the projection plane as the screen we have a rectangular area in integer bounding coordinates (x0, y0,x1,y1). A point (x,y) inside this area must be mapped to a real virtual screen with global bounding coordinates in floating point (rx0,rx1,ry0,ry1) obtaining (rx, ry) the point which will be used to define the ray in R3 assuming the screen iz Z=0 we have (rx, ry, 0).

The Mapping Function

public static double GetCoord(double i1, double i2, double w1, double w2, 
    double p)
{
    return ((p - i1) / (i2 - i1)) * (w2 - w1) + w1;
}

Since now we have two R3 points (Eye position and Screen pixel represented in virtual coordinates) we can obtain the ray representation:

3D lines equations can be represented in the form:

  • x = px + t*vx
  • y = py + t*vy
  • z = pz + t*vz

Where (px,py,pz) are all the points lying in the 3D line, t is a scalar parameter, and (vx,vy,vz) is a direction vector. The above equation can be obtained by the definition where a line can be defined by 2 points, so given P1(x1,y1,z1) and P2(x2,y2,z2) we have:

  • v = (x2-x1,y2-y1,z2-z1)

Replacing the found v and p we have:

  • x = x1 + t*(x2-x1)
  • y = y1 + t*(y2-y1)
  • z = z1 + t*(z2-z1)

So we can be sure that all (x,y,z) which satisfies the above equation belongs to the line defined by P1P2.

Line x Sphere Intersection

Spheres can be represented in the form:

  • r2 = (x-cx)2+(y-cy)2+(z-cz)2

...where:

  • r is the sphere radius
  • (cx,cy,cz) is the center of the sphere

So we can be sure that all x,y,x points lies on the sphere surface. Our objective now is to determine the intersection equation between a given line and a sphere it must be a set of (x,y,z) points which satisfies both equations. It is simple to imagine that a line intersecting a sphere can result 0 intersections, 1 intersection (if tangent) or at most 2 intersections.

The Equations

  • r2 = (x-cx)2+(y-cy)2+(z-cz)2
  • x = x1 + t*(x2-x1)
  • y = y1 + t*(y2-y1)
  • z = z1 + t*(z2-z1)

Replacing x, y and z we have:

  • r2 = (x1 + t*(x2-x1)-cx)2 + (y1 + t*(y2-y1) -cy)2 + (z1+ t*(z2-z1)-cz)2

Let's create a variable for the vector:

  • vx = x2 - x1
  • vy = y2 - y1
  • vz = z2 - z1

So now we have:

  • r2 = (x1-cx+t*vx)2 + (y1-cy+t*vy)2 + (z1-cz+t*vz)2
  • (x1-cx+t*vx)2 + (y1-cy+t*vy)2 + (z1-cz+t*vz)2 - r2 = 0

Let's replace (x1,y1,z1) with (px,py,pz) just to simplify... Now we have a perfect 2nd degree equation which can give us 0, 1 or 2 different solutions for 't' :

double A = (vx * vx + vy * vy + vz * vz);
double B = 2.0 * (px * vx + py * vy + pz * vz - vx * cx - vy * cy - vz * cz);
double C = px * px - 2 * px * cx + cx * cx + py * py - 2 * py * cy + cy * cy +
           pz * pz - 2 * pz * cz    + cz * cz - radius * radius;
double D = B * B - 4 * A * C;
double t = -1.0;
if (D >= 0)
{
    double t1 = (-B - System.Math.Sqrt(D)) / (2.0 * A);
    double t2 = (-B + System.Math.Sqrt(D)) / (2.0 * A);
    if (t1 > t2) 
         t = t1; 
    else 
         t = t2;  // we choose the nearest t from the first point
}

Line x Triangle Intersection

Plane Equation

  • N dot (P - P3) = 0 (Eq1)

Where Line (P1-P2) Equation:

  • P and P3 are on the plane
  • N is the plane Normal vector
  • P = P1 + v (P2 - P1) (Eq2)

So the intersection is given by:

  • Eq1 = Eq2 or
  • N dot (P1 + v (P2 - P1)) = N dot P3

Now the intersection between line and plane is found, so we need to verify if the given intersection lies inside the triangle:

public bool InternalSide(double p1x, double p1y, double p1z,
                         double p2x, double p2y, double p2z,
                         double ax, double ay, double az,
                         double bx, double by, double bz)
{
    double cp1x = 0, cp1y = 0, cp1z = 0, cp2x = 0, cp2y = 0, 
        cp2z = 0;
    tAlgebra.Cross3(bx - ax, by - ay, bz - az, p1x - ax, 
        p1y - ay, p1z - az, ref cp1x, 
        ref cp1y, ref cp1z);
    tAlgebra.Cross3(bx - ax, by - ay, bz - az, p2x - ax, p2y - ay, 
        p2z - az, ref cp2x, ref cp2y, ref cp2z);

    if (tAlgebra.Dot3(cp1x, cp1y, cp1z, cp2x, cp2y, cp2z) >= 0)
        return true;
    else
        return false;
}

public bool PointInTriangle(double px, double py, double pz)
{
    if (InternalSide(px, py, pz, 
        tp1x, tp1y, tp1z, 
        tp2x, tp2y, tp2z, 
        tp3x, tp3y, tp3z) &&
    InternalSide(px, py, pz, 
        tp2x, tp2y, tp2z, 
        tp1x, tp1y, tp1z, 
        tp3x, tp3y, tp3z) &&
    InternalSide(px, py, pz, 
        tp3x, tp3y, tp3z, 
        tp1x, tp1y, tp1z, 
        tp2x, tp2y, tp2z))
        return true;
    else
        return false;
}

The Code

Cube.obj file

  • v = vertex
  • f = face
#
# cube.obj
#
  
v -1.000000 -1.000000  1.000000
v -1.000000  1.000000  1.000000
v  1.000000  1.000000  1.000000
v  1.000000 -1.000000  1.000000
v -1.000000 -1.000000 -1.000000
v -1.000000  1.000000 -1.000000
v  1.000000  1.000000 -1.000000
v  1.000000 -1.000000 -1.000000
 
f 5 8 7
f 7 6 5
f 1 4 3
f 3 2 1
f 5 1 2
f 2 6 5
f 8 4 3
f 3 7 8
f 8 4 1
f 1 5 8
f 7 3 2
f 2 6 7

Algebra Class

public class tAlgebra
{
    public tAlgebra()
    {
    }

    //i' = i - (2 * n * dot(i, n))
    public static void Reflect(double ix, double iy, double iz, 
        double nx, double ny, double nz,
        ref double iix, ref double iiy, ref double iiz)
    {
        iix = ix - (2.0 * nx * Dot3(nx, ny, nz, ix, iy, iz));
        iiy = iy - (2.0 * ny * Dot3(nx, ny, nz, ix, iy, iz));
        iiz = iz - (2.0 * nz * Dot3(nx, ny, nz, ix, iy, iz));
        Normalize(ref iix, ref iiy, ref iiz);
    }
    public static void Cross3(double ux, double uy, double uz, 
        double wx, 
        double wy, double wz,
        ref double vx, ref double vy, 
        ref double vz)
    {
        // u x w
        vx = wz * uy - wy * uz;
        vy = wx * uz - wz * ux;
        vz = wy * ux - wx * uy;
    }
    public static double Dot3(double x1, double y1, double z1, 
        double x2, double y2, double z2)
    {
        return (x1 * x2) + (y1 * y2) + (z1 * z2);
    }
    public static double GetCosAngleV1V2(double v1x, double v1y, 
        double v1z, double v2x, double v2y, double v2z)
    {
        /* incident angle
        // inters pt (i)
        double ix, iy, iz;
        ix = px+t*vx;
        iy = py+t*vy;
        iz = pz+t*vz;

        // normal at i
        double nx, ny, nz;
        nx = ix - cx;
        ny = iy - cy;
        nz = iz - cz;
        */
        double x, y, z;
        x = v1x; y = v1y; z = v1z;
        Normalize(ref x, ref y, ref z);
        v1x = x; v1y = y; v1z = z;

        x = v2x; y = v2y; z = v2z;
        Normalize(ref x, ref y, ref z);
        v2x = x; v2y = y; v2z = z;

        // cos(t) = (v.w) / (|v|.|w|)
        double n = (v1x * v2x + v1y * v2y + v1z * v2z) ;
        double d = (modv(v1x, v1y, v1z) * modv(v2x, v2y, v2z));

        if(Math.Abs(d)<1.0E-10) return 0;
        return n/d ;
    }
    public static double modv(double vx, double vy, double vz)
    {
        return System.Math.Sqrt(vx * vx + vy * vy + vz * vz);
    }
    public static double GetCoord(double i1, double i2, double w1, 
        double w2, double p)
    {
        return ((p - i1) / (i2 - i1)) * (w2 - w1) + w1;
    }

    public static void Normalize(ref double vx, ref double vy, 
        ref double vz)
    {
        double mod_v = tAlgebra.modv(vx, vy, vz);
        if (Math.Abs(mod_v) < 1.0E-10) return;
        vx = vx / mod_v;
        vy = vy / mod_v;
        vz = vz / mod_v;
    }
}

Object Classes

public class tObject
{
    public tObject()
    {
    }
    public double ambientR, ambientG, ambientB;
    public double diffuseR, diffuseG, diffuseB;
    public double specularR, specularG, specularB;
    public double shininess;
}
    public class tTriangle : tObject
    {
        public tTriangle()
        {
        }

        public void Init()
        {
            getNormal(ref tnormalX, ref tnormalY, ref tnormalZ);
        }
        public bool SameSide(double p1x, double p1y, double p1z,
            double p2x, double p2y, double p2z,
            double ax, double ay, double az,
            double bx, double by, double bz)
        {
            double cp1x = 0, cp1y = 0, cp1z = 0, cp2x = 0, cp2y = 0, 
                cp2z = 0;
            tAlgebra.Cross3(bx - ax, by - ay, bz - az, p1x - ax, 
                p1y - ay, p1z - az, ref cp1x, ref cp1y, ref cp1z);
            tAlgebra.Cross3(bx - ax, by - ay, bz - az, p2x - ax, 
                p2y - ay, p2z - az, ref cp2x, ref cp2y, ref cp2z);
            if (tAlgebra.Dot3(cp1x, cp1y, cp1z, cp2x, cp2y, cp2z) >= 0)
                return true;
            else
                return false;
        }
        public bool PointInTriangle(double px, double py, double pz)
        {
            if (SameSide(px, py, pz, tp1x, tp1y, tp1z, 
                tp2x, tp2y, tp2z, tp3x, tp3y, tp3z) &&
            SameSide(px, py, pz, tp2x, tp2y, tp2z, 
                tp1x, tp1y, tp1z, tp3x, tp3y, tp3z) &&
            SameSide(px, py, pz, tp3x, tp3y, tp3z, 
                tp1x, tp1y, tp1z, tp2x, tp2y, tp2z))
                return true;
            else
                return false;
        }

        // ray p1, ray p2
        public double GetInterSect(double p1x, double p1y, double p1z, 
            double p2x, double p2y, double p2z)
        {
            double v1x = tp3x - p1x; double v1y = tp3y - p1y; 
            double v1z = tp3z - p1z;
            double v2x = p2x - p1x;  double v2y = p2y - p1y;  
            double v2z = p2z - p1z;
            double dot1 = tAlgebra.Dot3(tnormalX, tnormalY, tnormalZ, 
                v1x, v1y, v1z);
            double dot2 = tAlgebra.Dot3(tnormalX, tnormalY, tnormalZ, 
                v2x, v2y, v2z);
            if (Math.Abs(dot2) < 1.0E-6) 
                return -1; // division by 0 means parallel
            double u = dot1 / dot2;
            // point in triangle?
            if(!PointInTriangle(p1x+u*(p2x-p1x), 
                p1y+u*(p2y-p1y), p1z+u*(p2z-p1z)))
                return -1;
            return u;
        }
        public void getNormal(ref double vx, ref double vy, ref double vz)
        {
            double ux = tp3x - tp1x, uy = tp3y - tp1y, uz = tp3z - tp1z;
            double wx = tp2x - tp1x, wy = tp2y - tp1y, wz = tp2z - tp1z;

            // u x w
            vx = wz * uy - wy * uz;
            vy = wx * uz - wz * ux;
            vz = wy * ux - wx * uy;
        }


        public double tp1x, tp1y, tp1z;
        public double tp2x, tp2y, tp2z;
        public double tp3x, tp3y, tp3z;
        public double tnormalX, tnormalY, tnormalZ;
    }

The Program

int scz = 200;

System.IO.FileStream file = new System.IO.FileStream(
    Server.MapPath("./data/cube.obj"), 
    System.IO.FileMode.Open, 
    System.IO.FileAccess.Read);
System.IO.StreamReader reader = new System.IO.StreamReader(file);
string filebody = reader.ReadToEnd();
file.Close();

string[] lines = filebody.Split('\n');
ArrayList pointArrayX = new ArrayList();
ArrayList pointArrayY = new ArrayList();
ArrayList pointArrayZ = new ArrayList();

System.Collections.ArrayList obj3dArrayList;
obj3dArrayList = new System.Collections.ArrayList();

double rx = 0.5000;
double ry = 0.5000;
double rz = 0.0000;

foreach (string line in lines)
{
    if (line.Length < 1) continue;
    string auxline = line;
    if (auxline.IndexOf("mtllib") >= 0)
    {
        auxline = auxline.Replace("mtllib", "");
        GetMaterial(auxline);
    }
    else
        if (auxline[0] == 'v')
        {
            auxline = auxline.Replace("v ", "");
            string[] points = auxline.Split(' ');
            double x = double.Parse(points[0]);
            double y = double.Parse(points[1]);
            double z = double.Parse(points[2]);
            pointArrayX.Add(x);
            pointArrayY.Add(y);
            pointArrayZ.Add(z);
        }
        else
            if (auxline[0] == 'f')
            {
                auxline = auxline.Replace("f ", "");
                string[] vertices = auxline.Split(' ');
                int a = int.Parse(vertices[0])-1;
                int b = int.Parse(vertices[1])-1;
                int c = int.Parse(vertices[2])-1;

                tTriangle tri1 = new tTriangle();
                tri1.tp1x = (double) pointArrayX[a]; 
                tri1.tp1y = (double) pointArrayY[a]; 
                tri1.tp1z = (double) pointArrayZ[a];

                tri1.tp2x = (double) pointArrayX; 
                tri1.tp2y = (double) pointArrayY; 
                tri1.tp2z = (double) pointArrayZ;
                tri1.tp3x = (double) pointArrayX[c]; 
                tri1.tp3y = (double) pointArrayY[c]; 
                tri1.tp3z = (double) pointArrayZ[c];

                Algebra.RotX(rx, ref tri1.tp1y, ref tri1.tp1z);
                Algebra.RotX(rx, ref tri1.tp2y, ref tri1.tp2z);
                Algebra.RotX(rx, ref tri1.tp3y, ref tri1.tp3z);
                Algebra.RotY(ry, ref tri1.tp1x, ref tri1.tp1z);
                Algebra.RotY(ry, ref tri1.tp2x, ref tri1.tp2z);
                Algebra.RotY(ry, ref tri1.tp3x, ref tri1.tp3z);
                Algebra.RotZ(rz, ref tri1.tp1x, ref tri1.tp1y);
                Algebra.RotZ(rz, ref tri1.tp2x, ref tri1.tp2y);
                Algebra.RotZ(rz, ref tri1.tp3x, ref tri1.tp3y);

                // ambient properties for the material   
                tri1.ambientR = 0.3;
                tri1.ambientG = 0.4;
                tri1.ambientB = 0.5;
                // specular properties for the material   
                tri1.specularR = 0.911;
                tri1.specularG = 0.911;
                tri1.specularB = 0.911;
                tri1.shininess = 10.6;
                tri1.diffuseR = 0.3775;
                tri1.diffuseG = 0.3775;
                tri1.diffuseB = 0.5775;
                obj3dArrayList.Add(tri1);
                tri1.Init();
            }

}

Bitmap newBitmap = new Bitmap(scz, scz, 
                              PixelFormat.Format32bppArgb);
Graphics g = Graphics.FromImage(newBitmap);

Color clrBackground = Color.Black;

Rectangle rect = new Rectangle(0, 0, scz, scz);
g.FillRectangle(new SolidBrush(clrBackground), 
                rect);

Graphics graphics = g;

double px = 0.0;
double py = 0.0;
double pz = 600.0;

double lpx = 1.5;
double lpy = 1.7;
double lpz = 500.0;

double lp2x = lpx;
double lp2y = lpy;
double lp2z = lpz-0.1;

double lvx = lp2x - lpx;
double lvy = lp2y - lpy;
double lvz = lp2z - lpz;

tAlgebra.Normalize(ref lvx, ref lvy, ref lvz);

// virtual mapping size
double fMax = 2.5;

for (int i = rect.Left; i <= rect.Right; i++)
{
    double x = tAlgebra.GetCoord(rect.Left, 
        rect.Right, -fMax, fMax, i);

    for (int j = rect.Top; j <= rect.Bottom; j++)
    {
        double y = tAlgebra.GetCoord(rect.Top, 
            rect.Bottom, fMax, -fMax, j);

        double t = 1.0E10;

        double vx = x - px, vy = y - py, vz = -pz;

        double mod_v = tAlgebra.modv(vx, vy, vz);
        vx = vx / mod_v;
        vy = vy / mod_v;
        vz = vz / mod_v;

        bool bShadow = false;

        tTriangle triangleHit = null;

        for (int k = 0; k < (int)obj3dArrayList.Count; k++)
        {
            tTriangle triN = (tTriangle)obj3dArrayList[k];
            double taux = triN.GetInterSect(px, py, pz, x, y, 0.0);
            if (taux < 0) continue;

            if (taux > 0 && taux < t)
            {
                t = taux;
                triangleHit = triN;
            }
        }

        Color color = Color.FromArgb(10, 20, 10);

        if (triangleHit != null)
        {
            double intersx = px + t * vx, 
                intersy = py + t * vy, intersz = pz + t * vz;
            double l2px = intersx - lpx, 
                l2py = intersy - lpy, l2pz = intersz - lpz;
            tAlgebra.Normalize(ref l2px, ref l2py, ref l2pz);

            double vNormalX = triangleHit.tnormalX, 
                vNormalY = triangleHit.tnormalY, 
                vNormalZ = triangleHit.tnormalZ;
            tAlgebra.Normalize(ref vNormalX, ref vNormalY, 
                ref vNormalZ);

            double cost = tAlgebra.GetCosAngleV1V2(l2px, l2py, l2pz, 
                vNormalX, vNormalY, vNormalZ);
            if (cost < 0) cost = 0;

            double vReflX = 0, vReflY = 0, vReflZ = 0;
            double vEye2IntersX = intersx - px, 
                vEye2IntersY = intersy - py, 
                vEye2IntersZ = intersz - pz;
            tAlgebra.Reflect(l2px, l2py, l2pz, vNormalX, vNormalY, 
                vNormalZ, ref vReflX, ref vReflY, ref vReflZ);

            tAlgebra.Normalize(ref vReflX, ref  vReflY, ref vReflZ);
            tAlgebra.Normalize(ref vEye2IntersX, ref vEye2IntersY, 
                ref vEye2IntersZ);
            double cosf = tAlgebra.GetCosAngleV1V2(vReflX, vReflY, 
                vReflZ, vEye2IntersX, vEye2IntersY, 
                vEye2IntersZ);

            if (cosf < 0) 
                cosf = 0;

            double result1 = cost * 255.0;
            double result2 = Math.Pow(cosf, triangleHit.shininess) *
                255.0;

            double rgbR = (triangleHit.ambientR * 255.0) + 
                (triangleHit.diffuseR * result1) +
                (triangleHit.specularR * result2);
            double rgbG = (triangleHit.ambientG * 255.0) + 
                (triangleHit.diffuseG * result1) +
                (triangleHit.specularG * result2);
            double rgbB = (triangleHit.ambientB * 255.0) + 
                (triangleHit.diffuseB * result1) +
                (triangleHit.specularB * result2);

            rgbR = Math.Min(rgbR, 255);
            rgbG = Math.Min(rgbG, 255);
            rgbB = Math.Min(rgbB, 255);
            rgbR = Math.Max(rgbR, 0);
            rgbG = Math.Max(rgbG, 0);
            rgbB = Math.Max(rgbB, 0);

            color = Color.FromArgb((int)rgbR, (int)rgbG, (int)rgbB);
        }

        Brush brs = new SolidBrush(color);
        graphics.FillRectangle(brs, i, j, 1, 1);
        brs.Dispose();

    }// for pixels lines
}// for pixels columns
///////////////////////////////////////

MemoryStream tempStream = new MemoryStream();
newBitmap.Save(tempStream, ImageFormat.Png);
Response.ClearContent();
Response.ContentType = "image/png";
Response.BinaryWrite(tempStream.ToArray());
Response.Flush();

License

This article, along with any associated source code and files, is licensed under The Code Project Open License (CPOL)

About the Author

andalmeida


Member
Started programming in 1990 at Navy officers graduation course.
Studied mathematics and computer science with specialization in IT management.
Founder, creator, architect, designer, developer, dba and tester of TIHunter IT jobs website.
Occupation: Software Developer (Senior)
Location: Brazil Brazil

Other popular General Graphics articles:

  • A flexible charting library for .NET
    Looking for a way to draw 2D line graphs with C#? Here's yet another charting class library with a high degree of configurability, that is also easy to use.
  • CxImage
    CxImage is a C++ class to load, save, display, transform BMP, JPEG, GIF, PNG, TIFF, MNG, ICO, PCX, TGA, WMF, WBMP, JBG, J2K images.
  • 3D Pie Chart
    A class library for drawing 3D pie charts.
  • Barcode Image Generation Library
    This library was designed to give an easy class for developers to use when they need to generate barcode images from a string of data.
  • ImageStone
    An article on a library for image manipulation.
Article Top
You must Sign In to use this message board.
FAQ FAQ 
 
Noise Tolerance  Layout  Per page   
 Msgs 1 to 12 of 12 (Total in Forum: 12) (Refresh)FirstPrevNext
Generalhow to compile this code using Visual C# express PinmemberRoozbeh Rock6:51 24 Sep '09  
QuestionHow to generate images as your sample? PinmemberPDU Cuong20:00 10 Mar '09  
GeneralOne Question Pinmemberpipocadr3:42 10 Aug '07  
GeneralRe: One Question Pinmemberandalmeida3:51 10 Aug '07  
GeneralRe: One Question..are you interested in some software developments? PinmemberNevi4:56 6 Feb '08  
GeneralGreat series, but.... PinstaffChristian Graus14:17 3 Aug '07  
GeneralRe: Great series, but.... [modified] Pinmemberandalmeida12:18 4 Aug '07  
GeneralRe: Great series, but.... Pinmemberandalmeida15:45 5 Aug '07  
GeneralRe: Great series, but.... PinmemberSander van Driel14:48 6 Aug '07  
GeneralRe: Great series, but.... PinmemberLukasz Swiatkowski12:10 8 Aug '07  
GeneralRe: Great series, but.... PinmemberSander van Driel7:31 10 Aug '07  
GeneralRe: Great series, but.... PinmemberDrew Noakes1:29 11 Aug '07  

General General    News News    Question Question    Answer Answer    Joke Joke    Rant Rant    Admin Admin   

Use Ctrl+Left/Right to switch messages, Ctrl+Up/Down to switch threads.

PermaLink | Privacy | Terms of Use
Last Updated: 5 Aug 2007
Editor: Sean Ewington
Copyright 2007 by andalmeida
Everything else Copyright © CodeProject, 1999-2010
Web22 | Advertise on the Code Project