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Code & Visuals

Code & Visuals. By Yining Karl Li. June 18, 2015 Tags: Coding, Renderer. A few months ago I added attenuation to Takua a0.5’s Fresnel refraction BSDF. Adding attenuation wound up being more complex than originally anticipated because handling attenuation through refractive/transmissive mediums requires volumetric information in addition to the simple surface differential geometry. In a previous post about my BSDF system. First off, what is attenuation? Attenuation is described using the Beer-Lambert Law.

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Code & Visuals | blog.yiningkarlli.com Reviews
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Code & Visuals. By Yining Karl Li. June 18, 2015 Tags: Coding, Renderer. A few months ago I added attenuation to Takua a0.5’s Fresnel refraction BSDF. Adding attenuation wound up being more complex than originally anticipated because handling attenuation through refractive/transmissive mediums requires volumetric information in addition to the simple surface differential geometry. In a previous post about my BSDF system. First off, what is attenuation? Attenuation is described using the Beer-Lambert Law.
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Code & Visuals | blog.yiningkarlli.com Reviews

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Code & Visuals. By Yining Karl Li. June 18, 2015 Tags: Coding, Renderer. A few months ago I added attenuation to Takua a0.5’s Fresnel refraction BSDF. Adding attenuation wound up being more complex than originally anticipated because handling attenuation through refractive/transmissive mediums requires volumetric information in addition to the simple surface differential geometry. In a previous post about my BSDF system. First off, what is attenuation? Attenuation is described using the Beer-Lambert Law.

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Code & Visuals

http://blog.yiningkarlli.com/page2

Code & Visuals. By Yining Karl Li. March 23, 2015 Tags: Coding, Renderer. In this post, I’ll write about how Takua a0.5’s BSDF system works and show some pretty test images generated during development with some interesting models and props. BSDFs in Takua a0.5 are designed to support bidirectional evaluation and importance sampling natively. Basically, this means that all BSDFs need to implement five basic functions. These five basic functions are:. CalculatePDFW, which takes the input and output direct...

2

Complex Room Renders

http://blog.yiningkarlli.com/2015/05/complex-room-renders.html

Code & Visuals. By Yining Karl Li. May 30, 2015 Tags: Coding, Renderer. I realize I have not posted in some weeks now, which means I still haven’t gotten around to writing up Takua a0.5’s architecture and VCM integrator. I’m hoping to get to that once I’m finished with my thesis work. In the meantime, here are some more pretty pictures rendered using Takua a0.5. This means everything seen in these renders is being lit primarily through caustics! The original flowers and vase are by Andrei Mikhalenko.

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Code & Visuals

http://blog.yiningkarlli.com/archive.html

Code & Visuals. By Yining Karl Li. Rendering Minecraft in Renderman/RIS. Takua Render Revision 5. SIGGRAPH Asia 2014 Paper- A Framework for the Experimental Comparison of Solar and Skydome Illumination. PIC/FLIP Simulator Meshing Pipeline. Throwback- Holiday Card 2011. Code and Visuals Version 4.0. Pixar Optix Lighting Preview Demo. Importance Sampled Direct Lighting. Quick Update on Future Plans. Working Towards Importance Sampled Direct Lighting. Stratified versus Uniform Sampling. More Fun with Jello.

4

Attenuated Transmission

http://blog.yiningkarlli.com/2015/06/attenuated-transmission.html

Code & Visuals. By Yining Karl Li. June 18, 2015 Tags: Coding, Renderer. A few months ago I added attenuation to Takua a0.5’s Fresnel refraction BSDF. Adding attenuation wound up being more complex than originally anticipated because handling attenuation through refractive/transmissive mediums requires volumetric information in addition to the simple surface differential geometry. In a previous post about my BSDF system. First off, what is attenuation? Attenuation is described using the Beer-Lambert Law.

5

Note On Images

http://blog.yiningkarlli.com/2015/05/note-on-images.html

Code & Visuals. By Yining Karl Li. May 23, 2015 Tags: Announcements. Going forward, I’ll be embedding lossy compressed JPG images in blog posts, but the JPGs will link through to the full resolution, lossless PNG originals. Fortunately, high quality JPG compression is quite good these days at fitting an image with nearly imperceptible compression differences into a much smaller footprint. I’ll also be going back and applying this scheme to old posts too at some point. By Yining Karl Li.

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YINING KARL LI | Resume

http://www.yiningkarlli.com/resume

PDF Version Available Here. Walt Disney Animation Studios. Burbank, CA July 2015 - Present. Software Engineer, Hyperion Renderer. Working on Disney's custom, in-house physically based renderer. Supervisors: Brent Burley. Cornell University Program of Computer Graphics. Ithaca, NY Aug 2013 - July 2015. Conducting research into fast physically based rendering. And accurate illumination models. Supervisors: Donald P. Greenberg. Joseph T. Kider. Emeryville, CA Jun 2013 - Aug 2013. Program of Computer Graphic...

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YINING KARL LI | Spring 2015 Demoreel

http://www.yiningkarlli.com/demoreel

A physically-based photorealistic global illumination renderer. 2012-2015. The ultimate objective of this project is to learn about building an advanced production-ready renderer. Takua Render has a highly modular, extensible architecture supporting plugins for many renderer subsystems. The architecture of the renderer achieves highly efficient parallelism through task-based concurrency and Threaded Building Blocks. Much of this model is inspired by concepts from Rob Pike and the GoLang team. A complex s...

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YINING KARL LI | Code & Visuals: Bounding Boxes for Ellipsoids

http://yiningkarlli.blogspot.com/2013/02/bounding-boxes-for-ellipsoidsfigure.html

BY YINING KARL LI. Friday, February 8, 2013. Bounding Boxes for Ellipsoids. Warning: this post is going to be pretty math-heavy. So what's so hard about calculating tight axis aligned bounding boxes for arbitrary ellipsoids? This naive approach, however, quickly fails if we rotate the sphere such that its axes are no longer lined up nicely with the world axes. In Figure 2, our sphere is rotated, resulting in a way too small AABB if we min/max points on the sphere axes:. 0 0 0 -1]. R = [ r11 r12 r13 r14 ].

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YINING KARL LI | Code & Visuals: Texture Mapping

http://yiningkarlli.blogspot.com/2012/12/texture-mapping.html

BY YINING KARL LI. Tuesday, December 18, 2012. A few weeks back I started work on another piece of super low-hanging fruit: texture mapping! Before I delve into the details, here's a test render showing three texture mapped spheres with varying degrees of glossiness in a glossy-walled Cornell box. I was also playing with logos for Takua render and put a test logo idea on the back wall for fun:. Since memory is always at a premium, especially on the GPU, I've implemented textures in a fashion inspired by ...

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YINING KARL LI | Code & Visuals: Revision 3, Old Renders

http://yiningkarlli.blogspot.com/2013/01/revision-3-old-renders.html

BY YINING KARL LI. Friday, January 18, 2013. Revision 3, Old Renders. At the beginning of the semester, I decided to re-architect Takua again, hence the lack of updates for a couple of weeks now. I'll talk more in-depth about the details of how this new architecture works in a later post, so for now I'll just quickly describe the motivation behind this second round of re-architecting. As I wrote about before. Again, I'll go into a more detailed explanation once this process is complete. Posted by Karl Li.

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YINING KARL LI | Code & Visuals: November 2013

http://yiningkarlli.blogspot.com/2013_11_01_archive.html

BY YINING KARL LI. Saturday, November 16, 2013. Code and Visuals has moved! Just a quick new announcement: this blog has moved! I've decided to move Code and Visuals to a Jekyll/Github Pages based system, located at blog.yiningkarlli.com. For more details, see this new post. I'll leave this Blogger version around, but from now on, new posts will be at the new place. RSS/Atom feeds should transition over automatically. See you on the other side! Posted by Karl Li. Subscribe to: Posts (Atom).

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YINING KARL LI | Code & Visuals: Thoughts on Stackless KD-Tree Traversal

http://yiningkarlli.blogspot.com/2012/09/thoughts-on-stackless-kd-tree-traversal.html

BY YINING KARL LI. Saturday, September 15, 2012. Thoughts on Stackless KD-Tree Traversal. Edit: Erwin Coumans in the comments section. Has pointed me to a GDC 2009 talk by Takahiro Harada. The original post is preserved below, in case anyone still has an interest in reading it. And methods utilizing a short stack or something similar, such as the method presented in Zhou et. al. [2008]. 1 Down from the current node's parent node. 2 Up from the current node's left child. When we travel up from the current...

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YINING KARL LI | Code & Visuals: Giant Mesh Test

http://yiningkarlli.blogspot.com/2013/04/giant-mesh-test.html

BY YINING KARL LI. Monday, April 29, 2013. My friend/schoolmate Zia Zhu. Is an amazing modeler, and recently she was kind enough to lend me a ZBrush sculpt she did for use as a high-poly test model for Takua Render. The model is a sculpture of Venus, and is made up of slightly over a million quads, or about two million triangles once triangulated inside of Takua Render. On a happier note, KD-tree construction performed well! Here's a bonus image of what the sculpt looks like in the GL preview mode:.

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YINING KARL LI | Code & Visuals: Importance Sampled Direct Lighting

http://yiningkarlli.blogspot.com/2013/04/importance-sampled-direct-lighting.html

BY YINING KARL LI. Friday, April 26, 2013. Importance Sampled Direct Lighting. Takua Render now has correct, fully working importance sampled direct lighting, supported for any type of light geometry! More importantly, the importance sampled direct lighting system is now fully integrated with the overall GI pathtracing integrator. To demonstrate/test this property, I made a simple test scene with an extremely bright sun-like object illuminating the scene from a huge distance away:. 5 Treat the great circ...

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YINING KARL LI | Code & Visuals: More KD-Tree Fun

http://yiningkarlli.blogspot.com/2012/06/more-kd-tree-fun.html

BY YINING KARL LI. Saturday, June 16, 2012. Lately progress on my Takua Render. Project has slowed down a bit, since over this summer I am interning at Dreamworks Animation. During weekdays. However, in the evenings and on weekends I am still been working at stuff! Here is what I got for the Stanford Dragon:. And with a bit more of tuning and playing with maximum recursion depths:. I'm currently running some benchmarks to determine just how much of a performance boost better KD-trees will give me, and I'...

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Code & Visuals

Code & Visuals. By Yining Karl Li. June 18, 2015 Tags: Coding, Renderer. A few months ago I added attenuation to Takua a0.5’s Fresnel refraction BSDF. Adding attenuation wound up being more complex than originally anticipated because handling attenuation through refractive/transmissive mediums requires volumetric information in addition to the simple surface differential geometry. In a previous post about my BSDF system. First off, what is attenuation? Attenuation is described using the Beer-Lambert Law.

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Ginseng: Getting to the root. If there's one Asian herb that everyone has heard of, it's ginseng - Panax ginseng to give it it's full name. It's often thought of as a stimulant, although Ginseng is actually more sophisticated than that. In traditional Chinese herbology, we use it to strengthen digestion, improve lung function, reduce anxiety, and increase energy. Beet “noodles” with sausage & kale. A huge beet crop prompted us to invent a low calorie, vegetable alternative to pasta with a hearty sauce.

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