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Rendering Competition - Main Page

Bi-Dir. Path Tracing. Matěj Cáha, Hedvika Peroutková. This page was created for Computer Grahpics Rendering Competition. At Universität des Saarlandes. List of currently implemented topics. Eric P. Lafortune, Yves D. Willems). Including the importance sampling. Other excelent resource used is "Robust Monte Carlo Methods for Light Transport Simulation". Eric Veach, Ph.D. dissertation). Using the Modified Phong Reflectance Model for Physically Based Rendering. Eric P. Lafortune, Yves D. Willems).

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Rendering Competition - Main Page | rendering.aspone.cz Reviews
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Bi-Dir. Path Tracing. Matěj Cáha, Hedvika Peroutková. This page was created for Computer Grahpics Rendering Competition. At Universität des Saarlandes. List of currently implemented topics. Eric P. Lafortune, Yves D. Willems). Including the importance sampling. Other excelent resource used is Robust Monte Carlo Methods for Light Transport Simulation. Eric Veach, Ph.D. dissertation). Using the Modified Phong Reflectance Model for Physically Based Rendering. Eric P. Lafortune, Yves D. Willems).
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4 image galery
5 bump mapping
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7 depth of field
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9 motion blur
10 procedural shaders
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Rendering Competition - Main Page | rendering.aspone.cz Reviews

https://rendering.aspone.cz

Bi-Dir. Path Tracing. Matěj Cáha, Hedvika Peroutková. This page was created for Computer Grahpics Rendering Competition. At Universität des Saarlandes. List of currently implemented topics. Eric P. Lafortune, Yves D. Willems). Including the importance sampling. Other excelent resource used is "Robust Monte Carlo Methods for Light Transport Simulation". Eric Veach, Ph.D. dissertation). Using the Modified Phong Reflectance Model for Physically Based Rendering. Eric P. Lafortune, Yves D. Willems).

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rendering.aspone.cz rendering.aspone.cz
1

Rendering Competition - Bi-Directional Path Tracing

http://rendering.aspone.cz/BiDirCode.aspx

Bi-Dir. Path Tracing. Source code (core part):. GeneratePath(Ray &ray, BidirVertex *vertices, int. MaxVerts, Scene *scene). NVerts = 0;. BidirVertex &v = vertices[nVerts];. Vmaterial = ray.hit- getMaterial();. Vprim = ray.hit;. Vec2f uv = ray.hit- GetUV(ray);. Vv = uv.x();. Vu = uv.y();. VdirIn = ray.dir;. Vpoint = ray.org ray.dir * ray.t;. VnormalGeometric = ray.hit- GetNormal(ray);. VnormalShading = ray.hit- GetNormal(ray);. Double prob = RUSSIAN ROULETTE;. VrelativeWeight = 1. / RUSSIAN ROULETTE;.

2

Rendering Competition - Main Page

http://rendering.aspone.cz/Default.aspx

Bi-Dir. Path Tracing. Matěj Cáha, Hedvika Peroutková. This page was created for Computer Grahpics Rendering Competition. At Universität des Saarlandes. List of currently implemented topics. Eric P. Lafortune, Yves D. Willems). Including the importance sampling. Other excelent resource used is "Robust Monte Carlo Methods for Light Transport Simulation". Eric Veach, Ph.D. dissertation). Using the Modified Phong Reflectance Model for Physically Based Rendering. Eric P. Lafortune, Yves D. Willems).

3

Rendering Competition - Materials

http://rendering.aspone.cz/Materials.aspx

Bi-Dir. Path Tracing. Materials (BRDF and its sampling). This part contains our implemented materials. It consists of implementing BRDF and its sampling for each of them. Note that we have implemented the importance sampling technique which greatly reduces number of samples requiered for rendering less noisy images. Source code (core part):. Ks, kd, spec n;. Spec n, Vec3f reflektance, Shader * shader). Material(reflektance, shader),ks( ks),kd( kd), spec n( spec n). RefFdiffuse = reflektance * INV PI;.

4

Rendering Competition - Depth of Field

http://rendering.aspone.cz/DOFcode.aspx

Bi-Dir. Path Tracing. This is simple implementation of DOF lense's effect. Basic idea is to slightly move origin of each generated ray by small distance and change its direction in the way that it intersects original ray in distance equal to focus distance. Higher or lower aperture values could be easily simulated by setting Circle of Confusion size. Source code (core part):. Y, Ray &ray, double. InitRay(x, y, ray);. Vec3f focusedPoint = ray.org focusDistance * ray.dir;. Fi = 2*M PI*frand();.

5

Rendering Competition - Importance Samping

http://rendering.aspone.cz/ImportanceSampling.aspx

Bi-Dir. Path Tracing. Importance sampling really speeds up convergency of Monte Carlo based algorithms. Instead of uniform sampling and then computing probabilities and weights for each reflection, we directly generate reflections according to those probabilities so that each generated ray has equal importance. Below is source code of the most interesting and the most important parts (i.e. sampling of mirror reflection is not interesting). Source code (core part):. Sampling of specular reflection. Sample...

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Bi-Dir. Path Tracing. Matěj Cáha, Hedvika Peroutková. This page was created for Computer Grahpics Rendering Competition. At Universität des Saarlandes. List of currently implemented topics. Eric P. Lafortune, Yves D. Willems). Including the importance sampling. Other excelent resource used is "Robust Monte Carlo Methods for Light Transport Simulation". Eric Veach, Ph.D. dissertation). Using the Modified Phong Reflectance Model for Physically Based Rendering. Eric P. Lafortune, Yves D. Willems).

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