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The Procedure

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. Photon mapping and caustics. The foll...

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The Procedure | mattisb0rgen.wordpress.com Reviews
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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. Photon mapping and caustics. The foll...
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1 the procedure
2 portfolio
3 just another image
4 advertisements
5 leave a comment
6 tags caustics
7 photon mapping
8 update
9 ciao
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The Procedure | mattisb0rgen.wordpress.com Reviews

https://mattisb0rgen.wordpress.com

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. Photon mapping and caustics. The foll...

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1

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 ...

2

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.

3

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.

4

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...

5

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.

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The Procedure

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. Photon mapping and caustics. The foll...

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