mattisb0rgen.wordpress.com
Ray-tracing and refractions | The Procedure
https://mattisb0rgen.wordpress.com/2009/05/18/ray-tracing-and-refractions
Photon mapping and soft shadows. Photon mapping and caustics. I have continuously worked on my ray-tracer during the past weeks and now it is time for a little update. There have been few visual improvements and much of the work has been spent on trying to speed up the photon map and achieving stable results. The refractions seen below is weighted according to the famous fresnel equations. This is a render with the indirect lighting and shadows turned off. Filed under: Photon mapping. Feed for this Entry.
mattisb0rgen.wordpress.com
Photon mapping and caustics | The Procedure
https://mattisb0rgen.wordpress.com/2009/05/23/photon-mapping-and-caustics
Photon mapping and caustics. During the week I have done some pretty large changes in the code base, allowing more advanced shaders as well as some separation of code. This allowed me to quickly add caustics while exploiting the previously implemented refraction functionality. I was able to keep the rendering time down due to the rework on the KD-tree implementation. The following picture is rendered with slightly tweaked settings, eliminating artifacts in the shadows and caustics. Feed for this Entry.
mattisb0rgen.wordpress.com
Photon mapping and soft shadows | The Procedure
https://mattisb0rgen.wordpress.com/2009/05/04/photon-mapping-and-soft-shadows
Beauty of Image Based Lighting. Photon mapping and soft shadows. Hi everyone. I have finally finished the slow porting of my ray-tracer from c# to c . The results were good and I saw a motivating increase in rendering speed. When I had ported all code I wanted to try something new and decided to incorporate diffuse reflections, indirect illumination through a technique called photon mapping. The photon mapping is most visible as color bleeding and accounts for all the ambient light. Feed for this Entry.
mattisb0rgen.wordpress.com
Beauty of Image Based Lighting | The Procedure
https://mattisb0rgen.wordpress.com/2009/04/17/beauty-of-image-based-lighting
Photon mapping and soft shadows. Beauty of Image Based Lighting. Pointless update, but look at this:. Rendered with my own engine. The HDR textures (diffuse, specular and cross) were accomplished through a couple of clicks in HDRShop. One Response to “Beauty of Image Based Lighting”. Feed for this Entry. On April 17, 2009. Really nice work Mattias, looks awesome. Hope I will have something to show on my blog soon too. Photon mapping and soft shadows. Leave a Reply Cancel reply. Enter your comment here.
mattisb0rgen.wordpress.com
Portfolio | The Procedure
https://mattisb0rgen.wordpress.com/portfolio
I have designed and written all code on these projects myself if nothing else is stated. Many of the projects below has a streaming video, source code, report and an executable if you click the corresponding link. Realistic Ray-Tracing Through Photon Mapping (2009). Real-Time Blood Rendering in GLSL (2009). Click here to access more information, a video, source code and an executable. Image Based Lighting and Post-Processing (2009). With this demo I wanted to explore the realm of HDR effects and HDR illu...
mattisb0rgen.wordpress.com
Just another image | The Procedure
https://mattisb0rgen.wordpress.com/2009/06/04/just-another-image
Photon mapping and caustics. I’ve had three exams during this week, so I haven’t been able to update the ray-tracer. But I did a short test with some changes in the scene settings. There are a couple of things to note here, in terms of artifacts:. Too few photons in the caustics map (or too narrow search field). There is no Sub Surface Scattering algorithm implemented and the green sphere is opaque. So why is it so light on the side facing away from the light source? Filed under: Photon mapping. My name ...
mattisb0rgen.wordpress.com
SSAO part 4 | The Procedure
https://mattisb0rgen.wordpress.com/2009/04/13/ssao-part-4
Beauty of Image Based Lighting. I did some additional work and started to write a report on my IBL and SSAO project today. The work resulted in two bug fixes;. The ‘halo effect’ around object edges are now corrected. The fix removes all samples with a greater depth difference than a specified value. As with everything else related to SSAO it is a scene dependent variable and different mesh scaling will cause errors. New features (erm, bug fixes) equals new screenshots and a youtube clip. On March 2, 2010.
mattisb0rgen.wordpress.com
CV | The Procedure
https://mattisb0rgen.wordpress.com/cv
My CV is also available for download in English. CV in English (pdf). 8211; I keep a good quality and a high technical level in everything I do. Nothing is as satisfying as feeling proud of something you have accomplished. 8211; I use my skills in mathematics, physics and computer graphics to solve problems and develop new technology. 8211; I am social and work great in teams. 2005 – 2009/2010 . Master of Science in Media Technology and Engineering, 300hp. I was involved in two different projects, a log-...