bssrdf

博客园 首页 新随笔 联系 订阅 管理

2006年12月12日 #

摘要: Spent some time on bidirectional path tracing(BPT) in PBRT. At many parts of the code, I had to do it by try and error. Debugging is a pain. The implementation may still be wrong in some details, but ... 阅读全文
posted @ 2006-12-12 09:28 BSSRDF 阅读(2812) 评论(9) 推荐(0) 编辑

2006年12月2日 #

摘要: 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 ... 阅读全文
posted @ 2006-12-02 14:05 BSSRDF 阅读(1807) 评论(6) 推荐(0) 编辑

2006年11月2日 #

摘要: Just implemented Jensen and Christensen(1998)'s approach of computing multiple scattering of participating media in PBRT.This is the sponza scene with homogeneous media when only single scattering is ... 阅读全文
posted @ 2006-11-02 07:41 BSSRDF 阅读(1389) 评论(3) 推荐(0) 编辑

2006年6月8日 #

摘要: Code highlighting produced by Actipro CodeHighlighter (freeware)http://www.CodeHighlighter.com/-->Turbidity 3.0Time 6:00AMLongitude 0Latitude 20Julian Day 120Note: Aerial perspective is not sup... 阅读全文
posted @ 2006-06-08 06:26 BSSRDF 阅读(2100) 评论(10) 推荐(0) 编辑

2006年4月28日 #

摘要: Render time: 28mins 40sec Sampling level: 8.08 阅读全文
posted @ 2006-04-28 13:23 BSSRDF 阅读(685) 评论(0) 推荐(0) 编辑

2006年4月27日 #

摘要: http://www.maxwellrender.com/forum/viewtopic.php?t=14254Really hope Pixar's Renderman has the MLT capability. Maybe it has, the in-house version. 阅读全文
posted @ 2006-04-27 00:38 BSSRDF 阅读(568) 评论(1) 推荐(0) 编辑

2006年3月25日 #

摘要: Cornell Box scene as a test Will get rid of those bright dots later. But finally the light source looks right. Plans for next: 1) Spectral Rendering There is already some support for it built ... 阅读全文
posted @ 2006-03-25 03:25 BSSRDF 阅读(898) 评论(0) 推荐(0) 编辑

2006年2月9日 #

摘要: Here is my MLT renderer. After 9 hours with 1296 samples per pixel, there are still noises. An image: Fixed a bug. Looks much better now. Noises in the above one are mostly due to this bug. Same r... 阅读全文
posted @ 2006-02-09 03:51 BSSRDF 阅读(1223) 评论(5) 推荐(0) 编辑

2005年5月25日 #

摘要: 所有3D动画软件(Maya,Renderman等)都离不开坐标系。 弄清楚各个坐标系之间的关系是熟练使用这些软件的前提。 本文讨论Renderman中RIB文件里各坐标系的使用。 Renderman渲染器初始化的摄像机空间坐标系(Camera Space)是最基本的坐标系。其它所有的坐标系都是相对于摄像机空间的。摄像机空间坐标系是一个左手坐标系,摄像机位于原点(0,0,0),它的+x轴 指向摄... 阅读全文
posted @ 2005-05-25 05:22 BSSRDF 阅读(2293) 评论(0) 推荐(0) 编辑