Results from adding subsurface scattering effects to my Ray Tracer based on the dipole approximation method by Jensen
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ray tracer
Photon Mapping results from my Ray Tracer
My ray tracer can now load .ply models and uses kd-trees (TA-B traversal) for acceleration. I used the high res model of the Standford Bunny which has around 69,000 triangles. Without any form of acceleration, the render times are over 1 hour for the basic ray tracer.
For Advanced Rendering I will be continuing work on my raytracer from CGII.
For checkpoint 7, I implemented Ward and Reinhard tone reproduction.Below is Ward and then Reinhard with a nit value of 1.
Transmissive materials have been added to my Ray Tracer and I have made the back sphere more reflective.
The next step in the ray tracer was to add reflection. The following scene was rendered using these rules:* Make the "back" sphere reflective (kr ≠ 0.0)
The goal for the next step of my ray tracer was to recreate the checkered floor procedurally.
Below is the same image with super sampling of n=3:
As a bonus, I created a second procedural texture by using a combination of sqrt and modulus to created curved purple and blue stripes.
Below is the same image with super sampling of n=3:
Below are the results of my ray tracer with phong shading implemented. There is a white point light located at (0.1, 4.7, 0.0).
The same image with super sampling n=3
As an extra, I added multiple lights. Below is the image rendered with the original white light, a red light at (2, 5, -2), and a blue light at (-3, 2, 0).
The final goal of the ray tracer will be to reproduce the image below. In this first step, the object parameters are estimated.
Object Positions done in C++ and OpenGL
Initial Values:
Back Sphere Position: ( 1.0, 0.05, 3.65 ) Size: 1.0
Front Sphere Position: ( -0.15, .9, 0.8 ) Size: 1.0
Floor Position: ( -1.25, 0.0, 20.0 ) ( 4.6, 0.0, 20.0 ) ( 4.6, 0.0, 0.0 ) ( -1.25, 0.0, 0.0 )
Light Position: ( 1.0, 5.0, -1.0 )
Camera Position: ( 0.0, 1.0, -1.0 ) Camera Lookat: ( 0.0, 0.0, 20.0 ) Camera Orientation: ( 0.0, 1.0, 0.0 )