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 …
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 …
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),…
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),…
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. Howeve…
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. Howeve…
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 …
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 …
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 - p…
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 - p…
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 …
The one displayed here is based on microfacet …
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 tracin…
Spectral path tracing is essentially the same as normal path tracin…
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…
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…
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 …
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…
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 Bidirectional Path tracer. They are:
- The standard Cornell Box with a glass sphere, only to test the correctness of the BDPT algorithm.
- The Buddha ab…
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 Bidirectional Path tracer. They are:
- The standard Cornell Box with a glass sphere, only to test the correctness of the BDPT algorithm.
- The Buddha ab…
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 actual refraction with computed angles (most of the code before is to do with Fresnel reflectance):
Ray.Direction := Ray.Direction * Index + Normal * (In…
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 MPPT (stands for Massively Parallel Path Tracing) because I designed a (basic) network protocol to work with it which allows remote computers to grab…
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 MPPT (stands for Massively Parallel Path Tracing) because I designed a (basic) network protocol to work with it which allows remote computers to grab…
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