Friday, February 13, 2009

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

Friday, January 30, 2009

Radiosity - video of progress



This video shows where I am currently with the radiosity project. It still is only a single bounce of light, but the calculations used for that bounce are now much more accurate. The initial calculation of the lighting takes about 9 seconds, then the scene runs at 200 fps.

Ray Tracer Checkpoint 5: Reflection

All of these scenarios run at around 24 fps on a MacBook. In my realtime demo, the light moves and the foreground ball bounces

Main Image:

Single reflective sphere over checkerboard

Bonus images: (Just for fun!)

Recursive reflections- look close at the reflection on the silver ball.



Reflections + Bumpmapping = distorted reflections!



Reflections + textures

Monday, January 19, 2009

Radiosity midway checkpoint

The progress report for the radiosity project is available here.
Executive Summary: Project is on schedule, no changes need to be made to the deliverables.


Raw, unlit scene



Scene with simplified 1-bounce lighting
(hemicube is not calibrated yet)


With lighting interpolated across patches

Wednesday, January 14, 2009

Checkpoint 4 Completed

Click here to view a youtube video of the new effects for Checkpoint 4.

Main Image: Procedural checkerboard floor


Extra: Images from a file as textures, with bilinear filtering



Extra: Proceedural Julia-set fractal as a texture, animated over time


View a closeup of another animated fractal I created.

Wednesday, January 7, 2009

Checkpoint 3 Completed

Checkpoint 3 involoved adding Phong shading and shadows to the raytracer.

Main image of phong shading:

Single light - note that this scene runs at real-time speeds




Extra: Multiple lights

Watch: Youtube video of the above scene with moving lights


Extra: Blinn-Phong specular calculation

This uses the 'halfway' vector to compute the specular strength
(exponent = 100)



Other interesting visuals produced:
"Beer-googles mode" Click here for video
"Artistic noisy image mode" Click here for video