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chrisfontas.blogspot.com

My Portfolio

Monday, July 21, 2014. This is just a heads up that any new posts regarding my rendering project will be posted to chrisfontas.wordpress.com. I think the new site will allow me to better showcase my work. There is new content already available to see as well as repostings of old posts I've made here on blogger. Wednesday, June 18, 2014. Spectral Rendering Part III - Dispersion. Some improvements I need to add include importance sampling the wavelength for each ray based on the XYZ curves instead of rando...

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Monday, July 21, 2014. This is just a heads up that any new posts regarding my rendering project will be posted to chrisfontas.wordpress.com. I think the new site will allow me to better showcase my work. There is new content already available to see as well as repostings of old posts I've made here on blogger. Wednesday, June 18, 2014. Spectral Rendering Part III - Dispersion. Some improvements I need to add include importance sampling the wavelength for each ray based on the XYZ curves instead of rando...
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My Portfolio | chrisfontas.blogspot.com Reviews

https://chrisfontas.blogspot.com

Monday, July 21, 2014. This is just a heads up that any new posts regarding my rendering project will be posted to chrisfontas.wordpress.com. I think the new site will allow me to better showcase my work. There is new content already available to see as well as repostings of old posts I've made here on blogger. Wednesday, June 18, 2014. Spectral Rendering Part III - Dispersion. Some improvements I need to add include importance sampling the wavelength for each ray based on the XYZ curves instead of rando...

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chrisfontas.blogspot.com chrisfontas.blogspot.com
1

My Portfolio: Subsurface Scattering Updates

http://www.chrisfontas.blogspot.com/2014/06/subsurface-scattering-updates.html

Monday, June 16, 2014. I've been spending time updating my subsurface scattering algorithm to incorporate more recent state of the art research. The original papers I was using were written over 10 years ago and since then many improvements have been made to classical diffusion theory. Incorporating these updates have definitely been worthwhile. My current algorithm combines techniques from four different papers:. 1) I use the single-scattering term as described in the original SSS paper by Jensen:.

2

My Portfolio: Rough Glass Simulation

http://www.chrisfontas.blogspot.com/2014/06/rough-glass-simulation.html

Sunday, June 15, 2014. I made use of the importance sampling technique described in the following paper in order to more accurately simulate ground/rough glass and glossy mirrored surfaces:. Https:/ www.cs.cornell.edu/ srm/publications/EGSR07-btdf.pdf. Here are some of my results:. Subscribe to: Post Comments (Atom). There was an error in this gadget. My linked in account. Spectral Rendering Part III - Dispersion. View my complete profile. Awesome Inc. template. Powered by Blogger.

3

My Portfolio: November 2013

http://www.chrisfontas.blogspot.com/2013_11_01_archive.html

Wednesday, November 27, 2013. Spectral Rendering and Iridescence Through Thin Film Interference. Below is a completed example of my iridescent bubble shader. The image below is a semi-finished prototype. You can see the iridescence in place but the Fresnel term and specular highlight and refraction have not yet been added. Subscribe to: Posts (Atom). There was an error in this gadget. My linked in account. Spectral Rendering and Iridescence Through Thin Fi. View my complete profile.

4

My Portfolio: Subsurface Scattering!

http://www.chrisfontas.blogspot.com/2014/06/subsurface-scattering.html

Monday, June 2, 2014. My subsurface scattering implementation is a two-step process. In the first step, before rendering begins, the mesh is uniformly sampled an an irradiance calculation is performed at each sample. These samples are then stored in a hierarchical point cloud represented by an octree for fast lookup. The multiple scattering term is used for light that bounces around inside the material many times before exiting. I use a diffuse dipole-light source approximation combined with the irra...

5

My Portfolio: About Me

http://www.chrisfontas.blogspot.com/p/home.html

My name is Chris Fontas and I just recently graduated from Stanford University with a B.S. degree in computer science with a focus in computer graphics. I am currently living in the San Francisco Bay Area and working as a software engineer for Disney Interactive. I have a strong passion for all things related to computer graphics, animation/CGI, gaming and photography. Subscribe to: Posts (Atom). There was an error in this gadget. My linked in account. View my complete profile.

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SIC Mobile - about us geeks

http://www.sicmobile.com/about.php

And we know it! Matt is a creative, self taught, highly motivated software dude who spends most of his time eating, sleeping and dreaming about how to make the world a better place. As a perfectionist, Matt is a driving force behind our standard of quality. Whenever he has spare time (? A true renaissance man, Herm strives to innovate and stay ahead of the game. SIC Mobile is currently looking for software engineering interns! If you got m4d sk1llz in any of the following areas, let us hear from you!

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SIC Mobile - it's tight, aiight

http://www.sicmobile.com/index.php

Teaser of our upcoming mobile game! Coming soon to iOS and Android! SIC Mobile will be at the E3 (Electronic Entertainment Expo) 2016 trade show being held in Los Angeles from 6/14/16 to 6/16/16. C) 2014 SIC Mobile.

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My Portfolio

Monday, July 21, 2014. This is just a heads up that any new posts regarding my rendering project will be posted to chrisfontas.wordpress.com. I think the new site will allow me to better showcase my work. There is new content already available to see as well as repostings of old posts I've made here on blogger. Wednesday, June 18, 2014. Spectral Rendering Part III - Dispersion. Some improvements I need to add include importance sampling the wavelength for each ray based on the XYZ curves instead of rando...

chrisfontas.wordpress.com chrisfontas.wordpress.com

Chris Fontas | Realistic Rendering

Additionally the atmosphere can now be rendered from outer space. The third image you see here is a rendering of the earth with the camera placed above its atmosphere. The earth is simply represented as a sphere with an earth diffuse texture surrounded by an atmospheric volume. The atmosphere is clearly visible as a blue ring surrounding the earth. By cfontas91 •. In this image one can see volumetric shadows cast by the red balls as well as decreased visibility in the spheres that are further away. I&#82...

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