Some time ago I came across an excellent analysis of Andrew Kensler’s minimal ray tracer (a.k.a the business card ray tracer) whose entire source code could fit on the backside of a business card. The output is shown below: Being stuck at home, sick with a … Continue reading Business Card Path Tracer
One of the problems plaguing the distributed version of Illumina PRT is that of resource management. Precisely, when multiple task groups are running concurrently, switching resources from one task group to another can be a great time sink. A PE’s current data set (geometry, acceleration … Continue reading Particle file format
These last weeks I was working on optimising the Interactive Global Illumination (IGI) integrator for Illumina. The implementation uses a technique known as interleaved-sampling, where the image space is divided into square regions, usually of 3×3 or 4×4 pixels, and the rays shot from the viewer through … Continue reading An update long due
In the last few days I’ve been working on integrating image-based lighting into the Illumina renderer. At the moment, I have a preliminary setup running on light probes from low-dynamic range (LDR) images. The light probes are sampled using a simple cosine-weighted distribution which is far from optimal. In fact, when low sampling rates are used, output suffers from excessive variance. Next step is that of implementing a better sampling strategy…
Panagia Angeloktisti Church (Kiti) model courtesy of Jassim Happa, University of Warwick.
In the last couple of months I’ve been doing some work on a cross-platform distributed renderer, Illumina PRT. The renderer is still in its infancy and requires a substantial amount of work before it can be called decent by any standard. Hopefully I’ll be documenting … Continue reading Illumina PRT – A distributed physically-based renderer
For the last few days we’ve all been working on wrapping up the projects and writing the dissertations which are due in three weeks’ time. I have created an application object for Vistas, allowing users to create and set up applications easily and quickly. Consequently I built a basic sandbox on top of the application object which takes the onus of additional setup and world manipulation off the user’s shoulders.
Colin has been building his own Gravitas sandbox (based on the Vistas Sandbox), which additionally allows one to load physics scenes from a file based on a custom text format. The loader creates alternative representations of the physics counterparts in Vistas using the MeshForge object.
The video below shows the first fruits of the simulation platform:
And following are some screen shots…