摘要:
Refactored my implementation for Artistic Friendly Marschner to RSL 2.0 format. Still have no free time to accomplish my multiple scattering stuff for hair. Just rendered two samples according the real photo, sorry for my poor artistic creativity. Code is herehttp://ortholab.codeplex.com/SourceContr 阅读全文
posted @ 2012-03-31 14:56
Bo Schwarzstein
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摘要:
这是一个相当simple & naive的方法,几行代码完成的CSR稀疏矩阵格式的优化,剔除0元素。由于目前AMD的OpenCL SDK依旧没有赶上NVIDIA CUDA SDK的进度——新的CUDA 4我认为在库的丰富程度上以及易用上已经远远的超过了AMD的实现。虽然如此,今后还是得希望开源社区能够贡献基于OpenCL的数学库,或者我自己搞一个?This is a rare simple & naive method which is used to optimize sparse matrix, cull the all zero elements. I think the 阅读全文
posted @ 2012-03-16 10:36
Bo Schwarzstein
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摘要:
After spent some time on Alembic, a Mudbox plugin was finished.The code is at my Ortholab, youi should compile this plugin by your self. Current Alembic has not supplied a pre-built Windows binary so that it will be more comfortable on Linux platform, at the same time, as we know, the most studios a 阅读全文
posted @ 2012-03-01 13:41
Bo Schwarzstein
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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 m 阅读全文
posted @ 2011-12-09 10:33
Bo Schwarzstein
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摘要:
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 para... 阅读全文
posted @ 2011-11-22 21:16
Bo Schwarzstein
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摘要:
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 Reflectan... 阅读全文
posted @ 2011-11-10 13:43
Bo Schwarzstein
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