Ray Tracing Article Series
Hello,I'm planning to write a series of ray tracing articles, focusing both on theory and on implementation. They will each be accompanied with a...
Hello,I'm planning to write a series of ray tracing articles, focusing both on theory and on implementation. They will each be accompanied with a...
Hello everyone,it's been a long time since my last update on lens flare rendering. Too long, arguably, since most of the work I am about to unveil in...
Hey guys,so I've been working on and off on my lens diffraction project for the past few weeks and I think I finally reached a milestone yesterday....
Hello Gamedev!So you probably thought my ideas had been swept under the carpet since I posted my last blog entry almost four months ago. Well, not at...
Hello Gamedev!So my last entry of almost two months ago left on a note about light scattering, and this entry, which I'm sure you've all been waiting...
Transmission models are a bit more involved than reflection models. The basic ideal dielectric refractive model seen in many renders all over the net...
I haven't posted in a long time, but I have been quite busy with other things. I have recently turned my attention to spectral path tracing in an...
Hello,in my last entry (almost a month ago) I said I was working on implementing HDR to make renders look more... plausible. Here you go. These...
This image was generated with my GPU. I added minimal texture support, for the floor plane, and as an environment map (basically, when a ray does not...
I haven't posted in a long time - busy at uni. I have nevertheless been spending some time attempting to use OpenCL for path tracing. I made a quick,...
Hello reader,check out my latest render HD Buddha:I now have my three reference images which I will use to compare against and validate the upcoming...
I just discovered the wierdest bug ever in my refraction (dieletric glass) code. One of the last few lines in its BSDF is this, which performs the...
Hello,this is my new journal to document the progress of the path tracer I'm currently working on. It has no name currently, so it's currently called...
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