﻿<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:trackback="http://madskills.com/public/xml/rss/module/trackback/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/"><channel><title>博客园-bssrdf</title><link>http://www.cnblogs.com/bssrdf/</link><description /><language>zh-cn</language><lastBuildDate>Thu, 24 Jul 2008 06:09:07 GMT</lastBuildDate><pubDate>Thu, 24 Jul 2008 06:09:07 GMT</pubDate><ttl>60</ttl><item><title>Fluid Simulation Papers in SIGGRAPH 2008</title><link>http://www.cnblogs.com/bssrdf/archive/2008/05/26/1207223.html</link><dc:creator>BSSRDF</dc:creator><author>BSSRDF</author><pubDate>Sun, 25 May 2008 22:31:00 GMT</pubDate><guid>http://www.cnblogs.com/bssrdf/archive/2008/05/26/1207223.html</guid><wfw:comment>http://www.cnblogs.com/bssrdf/comments/1207223.html</wfw:comment><comments>http://www.cnblogs.com/bssrdf/archive/2008/05/26/1207223.html#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>http://www.cnblogs.com/bssrdf/comments/commentRss/1207223.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/bssrdf/services/trackbacks/1207223.html</trackback:ping><description><![CDATA[今年的SIGGRAPH论文列表已经出来了。物理模拟方面的文章占了大概14%，其中流体方面大致有5篇。<br />
总的来说，今年缺乏重量级的流体方面的文章。<br />
<br />
1. <a href="http://www.cs.kuleuven.be/%7Egraphics/CGRG.PUBLICATIONS/PFPBFS/">Porous Flow in Particle-Based Fluid Simulations</a> by <a href="http://www.cs.kuleuven.be/%7Etoon">Toon Lenaerts</a>, <a href="http://graphics.stanford.edu/%7Ebarta/">Bart Adams</a> and <a href="http://www.cs.kuleuven.be/%7Ephil">Philip Dutr&#233;</a><br />
这篇文章考虑了porus media和流体的相互作用。以前所有的流体模拟都假设与之相互作用的物体是不可侵入的。但是实际的一些材料，比如海绵和布料，都会吸收一部分流体。这篇文章利用SPH方法， 考虑DARCY Law， 实现了流体和porus material的双向相互作用。<a href="http://graphics.stanford.edu/%7Ebarta/">Bart Adams</a>去年的《Adaptively sampled particle fluids》就引起了相当大的反响。<br />
<img alt="" src="http://www.cs.kuleuven.be/%7Egraphics/CGRG.PUBLICATIONS/PFPBFS/ClothWringing.png" />
<img alt="" src="http://www.cs.kuleuven.be/%7Egraphics/CGRG.PUBLICATIONS/PFPBFS/Hand.png" />
<img alt="" src="http://www.cs.kuleuven.be/%7Egraphics/CGRG.PUBLICATIONS/PFPBFS/FunnelBunny.png" /><br />
<br />
<br />
2. <a href="http://graphics.stanford.edu/%7Ejeongmo/">Bubbles Alive</a> by <font face="Trebuchet MS, Times New Roman">Jeong-Mo Hong, Ho-Young Lee, Jong-Chul Yoon and Chang-Hun Kim<br />
又一篇关于气泡的文章，由一帮韩国人完成。其中的</font><font face="Trebuchet MS, Times New Roman">Jeong-Mo Hong以前在斯坦福跟Ron Fedkiw做，成果相当丰富。<br />
基本思路是沿袭Greenwood and House （2004）和Lossaso et al. (2008)，用SPH驱动PLS里逃离的air particle，加入了一些其他的控制，例如vorticity confinement, 来丰富一些细节方面气泡的表现。<br />
<img alt="" src="http://graphics.stanford.edu/%7Ejeongmo/images/pouring_bubbly.JPG" /><br />
<br />
<br />
3. </font>Two-way Coupling of Fluids to Rigid and Deformable Solids and Shells by <a>Robinson-Mosher, A., Shinar, T., Gretarsson, J., Su, J. and Fedkiw, R.<br />
这篇文章还没见到原文，但应该是值得期待的文章。流体和固体的相互作用一直是个难点，以前的一些方法尽管有效，但总是不可避免的做了很多近似和假设。不知道这次斯坦福学派有什么创新。<br />
<br />
</a>4. <a href="http://www.cs.cornell.edu/%7Etedkim/WTURB/">Wavelet Turbulence for Fluid Simulation <u>by <font face="Arial"></font></u></a><u><font face="Arial"><a href="http://www.cs.cornell.edu/%7Etedkim">Theodore Kim, </a></font><a href="http://www.cs.cornell.edu/%7Etedkim"><font face="Arial"></font></a><font face="Arial"><a href="http://graphics.ethz.ch/%7Ethuereyn">Nils Th&#252;rey, </a></font><a href="http://graphics.ethz.ch/%7Ethuereyn"><font face="Arial"></font></a><font face="Arial"><a href="http://www.cs.cornell.edu/%7Edjames">Doug James and </a></font><a href="http://www.cs.cornell.edu/%7Edjames"><font face="Arial"></font></a><font face="Arial"><a href="http://graphics.ethz.ch/%7Egrossm">Markus Gross</a></font></u><a><br />
这篇比较有意思。它用小波模式把网格不能分辨的一些细微的feature加了进来，效果还不错。文中的例子都是针对烟雾的模拟，不知道能不能用于水。<br />
<img alt="" src="http://www.cs.cornell.edu/%7Etedkim/WTURB/teaser-small.jpg" /><br />
<br />
5. Feedback Control of Cumuliform Cloud Formation based on Computational Fluid Dynamics<br />
关于云的模拟，也还没有原文。<br />
</a><font face="Trebuchet MS, Times New Roman"><br />
</font>
<img src ="http://www.cnblogs.com/bssrdf/aggbug/1207223.html?type=1" width = "1" height = "1" /><br><br><a href="http://news.cnblogs.com/n/41275/" target="_blank">[新闻]Mozilla将于本周五发布Firefox 3.1第一个预览版</a>]]></description></item><item><title>(Update) physically-based water simulation and animation</title><link>http://www.cnblogs.com/bssrdf/archive/2008/05/06/1184358.html</link><dc:creator>BSSRDF</dc:creator><author>BSSRDF</author><pubDate>Mon, 05 May 2008 22:48:00 GMT</pubDate><guid>http://www.cnblogs.com/bssrdf/archive/2008/05/06/1184358.html</guid><wfw:comment>http://www.cnblogs.com/bssrdf/comments/1184358.html</wfw:comment><comments>http://www.cnblogs.com/bssrdf/archive/2008/05/06/1184358.html#Feedback</comments><slash:comments>4</slash:comments><wfw:commentRss>http://www.cnblogs.com/bssrdf/comments/commentRss/1184358.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/bssrdf/services/trackbacks/1184358.html</trackback:ping><description><![CDATA[摘要: Just made some progress on my particle level set fluid simulator.<br>&nbsp;&nbsp;<a href='http://www.cnblogs.com/bssrdf/archive/2008/05/06/1184358.html'>阅读全文</a><img src ="http://www.cnblogs.com/bssrdf/aggbug/1184358.html?type=1" width = "1" height = "1" /><br><br><a href="http://news.cnblogs.com/n/41274/" target="_blank">[新闻]瑞星将向个人用户免费1年</a>]]></description></item><item><title>implementation of the particle levelset method</title><link>http://www.cnblogs.com/bssrdf/archive/2007/10/04/913787.html</link><dc:creator>BSSRDF</dc:creator><author>BSSRDF</author><pubDate>Wed, 03 Oct 2007 22:07:00 GMT</pubDate><guid>http://www.cnblogs.com/bssrdf/archive/2007/10/04/913787.html</guid><wfw:comment>http://www.cnblogs.com/bssrdf/comments/913787.html</wfw:comment><comments>http://www.cnblogs.com/bssrdf/archive/2007/10/04/913787.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnblogs.com/bssrdf/comments/commentRss/913787.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/bssrdf/services/trackbacks/913787.html</trackback:ping><description><![CDATA[<span style="color: #101fff;"><span style="font-size: 14pt;">
Just fall back from simulating water surface to correctly implementing the particle levelset (PLS) method itself. The test is the classic Zalesak's disk problem which is the rigid body rotation in a constant vorticity velocity field.<br />
<br />
</span></span><span style="font-size: 18pt;"><br />
<span style="color: #101fff;"><span style="font-size: 14pt;">The PLS seems working correctly on this simple problem.</span></span><br />
</span>
<br />
<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
<div align="center"><object width="425" height="350">
<param name="movie" value="http://www.youtube.com/v/3RW-8ssRvps"></param>
<embed src="http://www.youtube.com/v/3RW-8ssRvps" type="application/x-shockwave-flash" width="425" height="350"></embed></object></div>
    <br />
    <br />
<img src ="http://www.cnblogs.com/bssrdf/aggbug/913787.html?type=1" width = "1" height = "1" /><br><br><a href="http://news.cnblogs.com/n/41273/" target="_blank">[新闻]中国互联网历史上最伟大的产品TOP10（二）</a>]]></description></item><item><title>physically-based water simulation and animation</title><link>http://www.cnblogs.com/bssrdf/archive/2007/09/11/889284.html</link><dc:creator>BSSRDF</dc:creator><author>BSSRDF</author><pubDate>Tue, 11 Sep 2007 01:32:00 GMT</pubDate><guid>http://www.cnblogs.com/bssrdf/archive/2007/09/11/889284.html</guid><wfw:comment>http://www.cnblogs.com/bssrdf/comments/889284.html</wfw:comment><comments>http://www.cnblogs.com/bssrdf/archive/2007/09/11/889284.html#Feedback</comments><slash:comments>3</slash:comments><wfw:commentRss>http://www.cnblogs.com/bssrdf/comments/commentRss/889284.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/bssrdf/services/trackbacks/889284.html</trackback:ping><description><![CDATA[<br />
近几年，基于物理的流体绘制在好莱坞大行其道。其中，Particle Level Set是最具有代表性，也是最成功的一种方法。自从Nick Foster和Ron Fedkiw在2001年首次将之用于流体的模拟，各大特效公司 (ILM, PDI, PIXAR,  DIGITAL DOMAIN, SONY IMAGE WORKS) 纷纷开发自己的软件版本，并用于各自的大制作电影当中。使用这种方法的大片至少有这几部：<br />
<br />
Shrek I<br />
Shrek II<br />
Shrek III(?)<br />
The Day After Tomorrow<br />
加勒比海盗I, II<br />
Poseidon<br />
终结者 III<br />
Harry Potter V<br />
<br />
2007年的大制作就有3部：<br />
<br />
《加勒比海盗3 》(最后的海上大战）<br />
<img alt="" src="http://www.cgfocus.com/images/moviereviews/Pirates3/image_09.jpg" height="255" width="640" /><br />
<br />
《蜘蛛侠3》（沙人） <br />
<img alt="" src="http://features.cgsociety.org/stories/2007_05/spidee/im10.jpg" /><br />
<br />
《Surfs Up》（海浪）<br />
<br />
另外，《料理鼠王》里可能也用到了。<br />
<br />
商业软件Flowline相信也是用的Particle Level Set。<br />
<br />
基于stable fluid solver在烟的模拟的成功，使用particle level set 方法模拟了水的运动。<br />
网格依然很粗，40x40x40， 但大体的效果出来了。不过particle的运动好像有问题，可能是边界造成的。<br />
<br />
不会调水的材质，用玻璃代替了。渲染依然用的pbrt。<br />
<br />
修正了一个bug, 现在好很多了。不过粒子的运动到了边界以后还是有问题。
继续debug中........
<br />
youtube的连接<br />
<br />
&nbsp;
<br />
a pile of water falling
<object width="425" height="350">
<param name="movie" value="http://www.youtube.com/v/9CKojwixbqE"> </param>
<embed src="http://www.youtube.com/v/9CKojwixbqE" type="application/x-shockwave-flash" width="425" height="350"> </embed> </object>
    <br />
    <br />
    <br />
<img src ="http://www.cnblogs.com/bssrdf/aggbug/889284.html?type=1" width = "1" height = "1" /><br><br><a href="http://news.cnblogs.com/n/41271/" target="_blank">[新闻]盖茨官方否认天价租楼看奥运 纯属地产商炒作</a>]]></description></item><item><title>physically-based smoke simulation and animation </title><link>http://www.cnblogs.com/bssrdf/archive/2007/08/28/872970.html</link><dc:creator>BSSRDF</dc:creator><author>BSSRDF</author><pubDate>Tue, 28 Aug 2007 06:28:00 GMT</pubDate><guid>http://www.cnblogs.com/bssrdf/archive/2007/08/28/872970.html</guid><wfw:comment>http://www.cnblogs.com/bssrdf/comments/872970.html</wfw:comment><comments>http://www.cnblogs.com/bssrdf/archive/2007/08/28/872970.html#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>http://www.cnblogs.com/bssrdf/comments/commentRss/872970.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/bssrdf/services/trackbacks/872970.html</trackback:ping><description><![CDATA[终于有时间实现3D的Stam's Stable Fluid Solver了。作为测试，就用"Visual Simulation of Smoke"一文作为参照。网格很粗，40x40x40，效果不理想。渲染用的pbrt.<br />
<br />
<object classid="CLSID:22D6F312-B0F6-11D0-94AB-0080C74C7E95"  codebase="http://activex.microsoft.com/activex/ controls/mplayer/en/nsmp2inf.cab#Version=6,0,02,902"  standby="Loading Microsoft Windows Media Player components..."  type="application/x-oleobject"  height="200" width="240" >
<param name="FileName" value="/Files/bssrdf/smoke5.avi"/>
<param name="autoStart" value="1"/>
<param name="showControls" value="1"/><embed name="MediaPlayer1" src="/Files/bssrdf/smoke5.avi" autostart="1" showcontrols="1"  width="240" height="200" type="application/x-mplayer2" pluginspage="http://www.microsoft.com/Windows/MediaPlayer" ></embed>
</object><br />
<br />
这是youtube的连接，窗口大点。<br />
http://www.youtube.com/watch?v=fbr0joBqS_o<br />
<br />
加密了网格(100x100x100),&nbsp; 增大了vorticity confinement的强度，图像质量大为改观。<br />
<br />
<object classid="CLSID:22D6F312-B0F6-11D0-94AB-0080C74C7E95"  codebase="http://activex.microsoft.com/activex/ controls/mplayer/en/nsmp2inf.cab#Version=6,0,02,902"  standby="Loading Microsoft Windows Media Player components..."  type="application/x-oleobject"  height="200" width="240" >
<param name="FileName" value="/Files/bssrdf/smoke4.avi"/>
<param name="autoStart" value="1"/>
<param name="showControls" value="1"/><embed name="MediaPlayer1" src="/Files/bssrdf/smoke4.avi" autostart="1" showcontrols="1"  width="240" height="200" type="application/x-mplayer2" pluginspage="http://www.microsoft.com/Windows/MediaPlayer" ></embed>
</object><br />
<br />
youtube的连接<br />
http://www.youtube.com/watch?v=Vr0l0f4VOTM<br />
<br />
加大烟的浓度<br />
<br />
<object classid="CLSID:22D6F312-B0F6-11D0-94AB-0080C74C7E95"  codebase="http://activex.microsoft.com/activex/ controls/mplayer/en/nsmp2inf.cab#Version=6,0,02,902"  standby="Loading Microsoft Windows Media Player components..."  type="application/x-oleobject"  height="200" width="240" >
<param name="FileName" value="/Files/bssrdf/smoke6.avi"/>
<param name="autoStart" value="1"/>
<param name="showControls" value="1"/><embed name="MediaPlayer1" src="/Files/bssrdf/smoke6.avi" autostart="1" showcontrols="1"  width="240" height="200" type="application/x-mplayer2" pluginspage="http://www.microsoft.com/Windows/MediaPlayer" ></embed>
</object><br />
<br />
youtube<br />
http://www.youtube.com/watch?v=OBUfrdW2rDo<br />
<br />
<br />
<br />
<br />
<br />
<br />
<img src ="http://www.cnblogs.com/bssrdf/aggbug/872970.html?type=1" width = "1" height = "1" /><br><br><a href="http://news.cnblogs.com/n/41270/" target="_blank">[新闻]2008年7月24日IT博客精选</a>]]></description></item><item><title>Bidirectional Path Tracing in PBRT</title><link>http://www.cnblogs.com/bssrdf/archive/2006/12/12/589563.html</link><dc:creator>BSSRDF</dc:creator><author>BSSRDF</author><pubDate>Tue, 12 Dec 2006 01:28:00 GMT</pubDate><guid>http://www.cnblogs.com/bssrdf/archive/2006/12/12/589563.html</guid><wfw:comment>http://www.cnblogs.com/bssrdf/comments/589563.html</wfw:comment><comments>http://www.cnblogs.com/bssrdf/archive/2006/12/12/589563.html#Feedback</comments><slash:comments>9</slash:comments><wfw:commentRss>http://www.cnblogs.com/bssrdf/comments/commentRss/589563.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/bssrdf/services/trackbacks/589563.html</trackback:ping><description><![CDATA[Spent some time on bidirectional path tracing(BPT) in PBRT. At many parts of the code, <br>I had to do it by try and error. Debugging is a pain. The implementation may <br>still be wrong in some details, but generally it performs much better than path (PT)<br>tracing built-in in PBRT.<br><br>Here is the Cornell Box scene rendered with path tracing. Note the area light <br>pointing towards the ceiling making the scene mostly illuminated by indirect lighting.<br><br><img alt="" src="http://www.cnblogs.com/images/cnblogs_com/bssrdf/47926/o_cornellBoxHardGlassPath143.jpg" border="0" height="520" width="680"><br><br>This is the same scene rendered with my bidirectional path tracing implementation.<br><br><img alt="" src="http://www.cnblogs.com/images/cnblogs_com/bssrdf/47926/o_cornellBoxHardGlassBiDir143.jpg" border="0" height="520" width="680"><br><br>Both images are rendered with similar amount of time, 1400 seconds (25 samples/pixel) for bidirectional <br>path tracing v.s. 1510 (100 samples/pixel) seconds for pure path tracing.&nbsp; However,&nbsp; BPT produced much smoother <br>lighting than PT because it incorporates information from light sources,&nbsp; just like photon mapping.<img src ="http://www.cnblogs.com/bssrdf/aggbug/589563.html?type=1" width = "1" height = "1" /><br><br><a href="http://news.cnblogs.com/n/41269/" target="_blank">[新闻]TOM在线与Joost正式组建合资公司</a>]]></description></item><item><title>Subsurface Scattering in PBRT</title><link>http://www.cnblogs.com/bssrdf/archive/2006/12/02/579811.html</link><dc:creator>BSSRDF</dc:creator><author>BSSRDF</author><pubDate>Sat, 02 Dec 2006 06:05:00 GMT</pubDate><guid>http://www.cnblogs.com/bssrdf/archive/2006/12/02/579811.html</guid><wfw:comment>http://www.cnblogs.com/bssrdf/comments/579811.html</wfw:comment><comments>http://www.cnblogs.com/bssrdf/archive/2006/12/02/579811.html#Feedback</comments><slash:comments>6</slash:comments><wfw:commentRss>http://www.cnblogs.com/bssrdf/comments/commentRss/579811.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/bssrdf/services/trackbacks/579811.html</trackback:ping><description><![CDATA[There are many implementations of subsurface scattering(SSS) in PBRT with various results. All follow Jensen and Buhler (2002) approach.Here is mine. By no means the SSS effect is simulated well. The material I am intending to simulate is marble. I use parameters similar to Jensen's 2001 paper.<br>&nbsp;<img alt="" src="http://www.cnblogs.com/images/cnblogs_com/bssrdf/47926/o_jade_buddha.jpg"><br> <img src ="http://www.cnblogs.com/bssrdf/aggbug/579811.html?type=1" width = "1" height = "1" /><br><br><a href="http://news.cnblogs.com/n/41268/" target="_blank">[新闻]财富:谷歌副总裁称其新闻搜索值1亿美元</a>]]></description></item><item><title>Multiple Scattering of Participating Media in PBRT </title><link>http://www.cnblogs.com/bssrdf/archive/2006/11/02/547433.html</link><dc:creator>BSSRDF</dc:creator><author>BSSRDF</author><pubDate>Wed, 01 Nov 2006 23:41:00 GMT</pubDate><guid>http://www.cnblogs.com/bssrdf/archive/2006/11/02/547433.html</guid><wfw:comment>http://www.cnblogs.com/bssrdf/comments/547433.html</wfw:comment><comments>http://www.cnblogs.com/bssrdf/archive/2006/11/02/547433.html#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>http://www.cnblogs.com/bssrdf/comments/commentRss/547433.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/bssrdf/services/trackbacks/547433.html</trackback:ping><description><![CDATA[Just implemented Jensen and Christensen(1998)'s approach of computing multiple scattering of participating media in PBRT.<br />
<br />
This is the sponza scene with homogeneous media when only single scattering is accounted. Because there is not much direct lighting, the media is hardly to see. <br />
<img alt="" src="http://www.cnblogs.com/images/cnblogs_com/bssrdf/47926/o_sponza-fog-single.jpg" />&nbsp;<br />
<br />
This is the same scene as above but&nbsp; when both single
and multiple scattering are accounted. Now the presence of media is obvious, thanks to the light multiple scattering within the media.&nbsp; This is actually a kind of global illumination for volume effect.<br />
<br />
<br />
<img alt="" src="http://www.cnblogs.com/images/cnblogs_com/bssrdf/47926/o_sponza-fog-multiple1.jpg" /><br />
<br />
Update: Fixed some bugs and tested on a scene with volume caustics.<br />
<br />
Single Scattering<br />
<br />
<img alt="" src="http://www.cnblogs.com/images/cnblogs_com/bssrdf/47926/o_spotfog-single20.jpg" /><br />
<br />
With multiple scattering,&nbsp; volume caustics appeared.&nbsp; Small steps needed to get&nbsp; volume caustics correct. <br />
<br />
<img alt="" src="http://www.cnblogs.com/images/cnblogs_com/bssrdf/47926/o_spotfog-multiple57.jpg" border="0" />&nbsp;<br />
<br />
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<img src ="http://www.cnblogs.com/bssrdf/aggbug/547433.html?type=1" width = "1" height = "1" /><br><br><a href="http://news.cnblogs.com/n/41267/" target="_blank">[新闻]Ubuntu创始人呼吁开发Linux桌面软件对抗苹果</a>]]></description></item><item><title>Physical Sky in PBRT</title><link>http://www.cnblogs.com/bssrdf/archive/2006/06/08/420181.html</link><dc:creator>BSSRDF</dc:creator><author>BSSRDF</author><pubDate>Wed, 07 Jun 2006 22:26:00 GMT</pubDate><guid>http://www.cnblogs.com/bssrdf/archive/2006/06/08/420181.html</guid><wfw:comment>http://www.cnblogs.com/bssrdf/comments/420181.html</wfw:comment><comments>http://www.cnblogs.com/bssrdf/archive/2006/06/08/420181.html#Feedback</comments><slash:comments>10</slash:comments><wfw:commentRss>http://www.cnblogs.com/bssrdf/comments/commentRss/420181.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/bssrdf/services/trackbacks/420181.html</trackback:ping><description><![CDATA[<br>
<div style="border: 1px solid #cccccc; padding: 4px 5px 4px 4px; background-color: #eeeeee; font-size: 13px; width: 98%;"><!--<br><br>Code highlighting produced by Actipro CodeHighlighter (freeware)<br>http://www.CodeHighlighter.com/<br><br>--><font color="red" size="3"><span style="color: #000000;">Turbidity&nbsp;</span><span style="color: #000000;">3.0</span><span style="color: #000000;"><br>Time&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #000000;">6</span><span style="color: #000000;">:00AM<br>Longitude&nbsp;</span><span style="color: #000000;">0</span><span style="color: #000000;"><br>Latitude&nbsp;&nbsp;</span><span style="color: #000000;">20</span><span style="color: #000000;"><br>Julian&nbsp;Day&nbsp;</span></font><span style="color: #000000;"><font color="red" size="3"><font color="#020000">120</font><br><br>Note: Aerial perspective is not supported now. No extra gamma correction applied.<br><br><br></font>&nbsp;<br></span><a href="http://bssrdf.cnblogs.com/admin/EditPosts.aspx">.Text Admin : Editing Post "Physical Sky in PBRT"</a><span style="color: #000000;"><img src="http://www.cnblogs.com/images/cnblogs_com/bssrdf/47926/o_tt2.jpg" alt="" height="833" width="1500"><br></span></div>
<img src="http://www.cnblogs.com/images/cnblogs_com/bssrdf/47926/o_tt1.jpg" alt=""><br><br>Update: Added Sunlight as a second light source.<br><br>Gamma 1.0<br><img src="http://www.cnblogs.com/images/cnblogs_com/bssrdf/47926/o_plants5g1.jpg" alt=""><br><br>Gamma 2.2<br><img src="http://www.cnblogs.com/images/cnblogs_com/bssrdf/47926/o_plants5g2.jpg" alt=""><br><br>Update: Sunlight is too bright with the same scaling as the skylight. I use a larger scaling factor to get the following image<br><br>还是用建筑物来表现太阳光效果好些<br><img src="http://www.cnblogs.com/images/cnblogs_com/bssrdf/47926/o_sponza4.jpg" alt=""><br>        <img src ="http://www.cnblogs.com/bssrdf/aggbug/420181.html?type=1" width = "1" height = "1" /><br><br><a href="http://news.cnblogs.com/n/41266/" target="_blank">[新闻]央视国际联手微软打造数字奥运媒体平台</a>]]></description></item><item><title>First render with Maxwell 1.0</title><link>http://www.cnblogs.com/bssrdf/archive/2006/04/28/387449.html</link><dc:creator>BSSRDF</dc:creator><author>BSSRDF</author><pubDate>Fri, 28 Apr 2006 05:23:00 GMT</pubDate><guid>http://www.cnblogs.com/bssrdf/archive/2006/04/28/387449.html</guid><wfw:comment>http://www.cnblogs.com/bssrdf/comments/387449.html</wfw:comment><comments>http://www.cnblogs.com/bssrdf/archive/2006/04/28/387449.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnblogs.com/bssrdf/comments/commentRss/387449.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/bssrdf/services/trackbacks/387449.html</trackback:ping><description><![CDATA[<img src="http://www.cnblogs.com/images/cnblogs_com/bssrdf/47926/r_troll.png" height="480" width="640">
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Render time:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 28mins
40sec
<p>Sampling level:&nbsp;&nbsp; 8.08 </p><img src ="http://www.cnblogs.com/bssrdf/aggbug/387449.html?type=1" width = "1" height = "1" /><br><br><a href="http://news.cnblogs.com/n/41265/" target="_blank">[新闻]Google在线百科工具Knol今日正式上线</a>]]></description></item></channel></rss>