Monday, February 16, 2009

Renderman Images


Modified provided shaders


Downloaded new shaders & added modifications


Bonus Image!

Friday, February 13, 2009

Raytracer Comparison

Well, formal checkpoints for this project have all been completed. I thought it would be a good time to show a comparison of my work and the original raytraced Whitted image.

I added a noisy filter to my system that can be enabled to give more realistic texture to otherwise solid blocks of color. This helps to when matching against the original image, which contained blurry noise. (Likely because the image is from a photograph, not the original digital output.)

The only big feature missing from my system that keeps it from matching Whitted's is the soft reflection on the smaller sphere. I only implemented hard reflections because I was focusing on maintaining realtime performance. This scene runs at 44 frames per second on a MacBook without supersampling.


My raytracer:


My raytracer with noise enabled:


My goal:

(Original Whitted Raytracer image)

Checkpoint 7 Completed: Tone Mapping

This checkpoint was all about tone mapping high dynamic range images onto low dynamic range displays. The lmax value maximum possible luminance of the world- the original image is scaled by it before the operators are used. A display luminosity max of 100 was used.

Ward: (Perceptual)

Ward, lmax = 1


Ward, lmax = 1000


Ward, lmax=10000


Reinhard: (Photographic)

Reinhard, lmax = 1


Reinhard, lmax = 1000


Reinhard, lmax = 10000



Extras


Reinhard, lmax = 10000, key luminance = luminance at pixel (0,0)


Reinhard, lmax = 10000, key luminance = 0.1

Friday, February 6, 2009

Checkpoint 6: Transparency & Refraction

Main Image:

Small ball is mirrored, large ball is transmissive, with refraction of light rays.
(Refractive index = 0.95)

Bonus pictures:

Refractive ball moved down to show more refractive effects.


Bumpmapping on mirrored ball and refractive glass ball

Extra: Shadows can different with transparent objects