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Rendering Is Fun



Ray Tracing Article Series

Posted by Bacterius, 18 January 2014 · 856 views

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 working implementation showing the topics covered, some pictures, and references to consult, though the main goal is to convey various ray tracing ideas and techniques in an intuitive way for the reader to impl...


Lens Flares: We're in business [demo included]

Posted by Bacterius, 06 October 2013 · 2,400 views

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 this journal entry was completed in the past two weeks or so, once everything clicked into place. First of all, here is the demo (File->Download), which requires Windows along with a DX11 capable graph...


Updates in lens diffraction rendering

Posted by Bacterius, 22 August 2013 · 591 views

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. I've got something that looks correct, is relatively efficient (read: not quite 60 fps yet, but certainly interactive), and simple to implement. However I am still having problems with getting the diffraction...


Some progress!

Posted by Bacterius, 26 March 2013 · 892 views

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 all! I'm actually making some good progress on my latest renderer, which you can already check out at my github page . There aren't too many features and it's not optimized yet, but I've been trying to get...


Scattering, Transmission, Absorption, Reflection

Posted by Bacterius, 03 December 2012 · 1,503 views

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 for with bated breath, will address this question at last, among others. I haven't been writing much code lately, due to time issues and - mostly - procrastination, however I had a lot of...


Rough Glass Microfacet Model

Posted by Bacterius, 07 October 2012 · 875 views

Rough Glass Microfacet Model Transmission models are a bit more involved than reflection models. The basic ideal dielectric refractive model seen in many renders all over the net is nice and all, but it just doesn't cut it when you want rough transmission, such as in frosted glass.

The one displayed here is based on microfacet theory, which means we assume that the surface is not...


Spectral Path Tracing

Posted by Bacterius, 23 September 2012 · 1,350 views

Spectral Path Tracing 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 attempt to investigate the "purest" form of rendering. The results are... interesting.

Spectral path tracing is essentially the same as normal path tracing, except that instead of working with RGB...


More GPU Path Tracing, honored guest HDR

Posted by Bacterius, 07 July 2012 · 1,506 views

More GPU Path Tracing, honored guest HDR 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 renders (a few glass spheres with fresnel reflection and caustics) are lit completely by an HDR environment map (quite low resolution), providing realistic direction-based lighting. The floor in the left render is...


GPU-powered path tracing, take two

Posted by Bacterius, 14 June 2012 · 1,601 views

GPU-powered path tracing, take two 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 intersect any object, its direction vector is used to sample the environment map and that is used as an approximate lighting value). I was impressed at the convergence rate, the noise disappeared in literally...


GPU-powered path tracing

Posted by Bacterius, 25 May 2012 · 1,107 views

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, throwaway program, mostly used to check out how a GPU architecture would translate to simple, hardcoded ray tracing. The results are promising to say the least... this little cornell box scene attached has...






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