I am way to tired- so this one will be kept short. This assignment posed a lot of challenges. I found that the architecture of my game engine was not ready for a parallelized reflection pass. This caused me to need to build a mildly makeshift foundation that will serve as the skeleton for a more robust implementation later on. This turned out to me way more work than I bargained for, but I got it done. I’ve been awake for a collective 60 hours over the last 3 days, and so I was too tired to revert my scene back to the original Whitter image before I go to take a nap. Here are some images of various stages of progress, aswell as one final image depicting the working reflections:

Mapping texture coordinates to reflections
Not quite correct
Shaded reflections from sphere on the boxes
Adding reflections from boxes on sphere, and boxes on boxes, but there is Z-fighting between reflections
No more Z-Fighting, but we lost a sphere! I love how you can see the edges of the platform behind the camera in the reflections on the sphere here.
A final image, exhibiting the working reflections-- just not in the whitted scene. Two boxes and one sphere instead of visa versa!