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omjiiComputer graphics development by karl li. Comics by jason merrin and karl li. Photography by karl li, ana kim, and sarah mun. Comics by christian yoon, jason yoon, karl li, and friends.
http://www.omjii.com/
Computer graphics development by karl li. Comics by jason merrin and karl li. Photography by karl li, ana kim, and sarah mun. Comics by christian yoon, jason yoon, karl li, and friends.
http://www.omjii.com/
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Computer graphics development by karl li. Comics by jason merrin and karl li. Photography by karl li, ana kim, and sarah mun. Comics by christian yoon, jason yoon, karl li, and friends.
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Add Your Own Comments. Omjii is licensed under a Creative Commons Attribution-Noncommercial 2.5 License. You ARE free (and encouraged to) copy and share content from Omjii, but you are NOT allowed to sell anything from here. Turn off paper background. Omjiicom is currently set to not remember your settings. Thanks to our good friend Jon Cui for this comic idea!
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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 ].
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 ...
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.
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).
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...
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:.
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...
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'...
YINING KARL LI | Code & Visuals: Revision 3 KD-Tree/ObjCore
http://yiningkarlli.blogspot.com/2013/02/revision-3-kd-treeobjcore.html
BY YINING KARL LI. Friday, February 15, 2013. Here's my kitchen scene, exported to Takua Render's AvohkiiScene format, and processed through KdCore3. White lines are the wireframe lines for the geometry itself, red lines represent KD-Tree node boundaries:. And the same image as above, but with only the KD-Tree. You can use the lightbox to switch between the two images for comparisons:. Max depth 2, min objects per node 20, min volume .0001% of whole tree. Next up: implementing some form of highly efficie...
YINING KARL LI | Code & Visuals: TAKUA/Avohkii Render
http://yiningkarlli.blogspot.com/2012/09/takuaavohkii-render.html
BY YINING KARL LI. Monday, September 10, 2012. One question I've been asking myself ever since my friend Peter Kutz. And I wrapped our little GPU Pathtracer experiment. Is "why am I writing Takua Render as a CPU-only renderer? Each of these frames represents 5000 iterations of convergence, and took about a minute to render on a NVIDIA Geforce GTX480. The flickering in the glass ball in animated version comes from having a low trace depth of 3 bounces, including for glass surfaces. Posted by Karl Li.
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omjii
Computer graphics development by karl li. Comics by jason merrin and karl li. Photography by karl li, ana kim, and sarah mun. Comics by christian yoon, jason yoon, karl li, and friends.
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