DSC_0093_S

朋友帮做的一个耳放,第三代试验机,自制变压器,电容都是日本nichinon以及德国wima,推我的ER4S高频提升明显,层次比电脑直推强太多了。

posted @ 2011-12-15 14:01 Bo Schwarzstein Views(138) Comments(0) Edit

I do not know why load the precomputed textures into shader produces so bad effect, and precomputing really cost me to much time (one texture cost nearly 40 minutes on my dual core E5200), I really do not think the ECMarschner is a good common choice for production hair rendering. People may check my code at Ortholab. I still prefer the BCSDF (far-field) or AFMarschner (Artist Friendly Marschner), fast, intuitive.

posted @ 2011-12-09 10:33 Bo Schwarzstein Views(122) Comments(0) Edit

CIE Sky

Implemented CIE Standard Sky as an environment shader in ARNOLD, next step is Preetham Sky, this should be finished tomorrow.

Implemented basic Preetham Sky, and later I will add more artistic parameters.
Haze0

theta = 0

 Haze1

theta = 0.5

 Haze2

theta = 1

 Haze3

theta = 1.5

Sunset

Added more parameters to control sizes of the sun disk and glow.

posted @ 2011-11-22 21:16 Bo Schwarzstein Views(275) Comments(0) Edit

Image converted using ifftoany

Added a new color component to control glint in my Artist Friendly Marschner shader for RenderMan. You may dowload the source code from Ortholab.

I’m working on “An Energy-Conserving Hair Reflectance Model”

posted @ 2011-11-10 13:43 Bo Schwarzstein Views(313) Comments(0) Edit

posted @ 2011-10-15 16:41 Bo Schwarzstein Views(267) Comments(0) Edit

GC的实在是太蛋疼了,HG一点都不稳定,不用VPN Break Wall根本连不上,不得已还是回到了微软的CodePlex上,最起码连接速度有保障,也不会被墙。今后一定得人肉离开这个鬼地方。

posted @ 2011-10-15 10:51 Bo Schwarzstein Views(255) Comments(1) Edit
国庆节一直在忙别的事情,一直没来得及折腾360,眼看自从GOW3开始都是XGD3的格式了,所以要刷机也是必然。可惜现在还在养伤不能去电玩店刷机,于是乎准备自己刷机。去年2010年6月25日在上海新亚电玩买的时候给了一张碟,说是原始光驱固件,从盒子中拿了出来,果然找到了名为ORIG.bin的256K的二进制文件,用JF打开发现的确是Stock的原始固件。 我的光驱为建兴Lite-On DG-16D...Read More
posted @ 2011-10-08 09:29 Bo Schwarzstein Views(1311) Comments(0) Edit
SQUARE ENIX巨作《最终幻想13》制作流程全放送!(上) http://www.opengpu.org/forum.php?mod=viewthread&tid=5822&fromuid=19 感谢Trace的翻译,我负责得校对。这篇文章对大家了解日本游戏制作很有益处,看看人家的生产流程和技术到了什么阶段。Read More
posted @ 2011-10-07 20:07 Bo Schwarzstein Views(343) Comments(0) Edit
As we know, almost the all ray-tracers are based on Backward Ray-Tracing, cast rays from camera, sample the lights, not emit photon from light sources. So to the important reflection and refraction...Read More
posted @ 2011-09-29 22:12 Bo Schwarzstein Views(304) Comments(1) Edit
ARNOLD render supplies very flexible APIs for MIS(Multiple Importance Sampling) which is an important and classical sampling method to sample both BRDF and light source. MIS has been involved into offline production recently, at the same time, PBR is an unavoidable trend to everyone.I strongly insisRead More
posted @ 2011-09-23 16:18 Bo Schwarzstein Views(1201) Comments(0) Edit