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
The deadline prefixed for this iteration of Meson is the end of September, when each one of us will have to deliver a dissertation on his respective subject area. By that time, we will have also developed a demonstrative application showing the capabilities of each of the subsystems merged together; the sum of the parts. We have unanimously consented to a driving simulation, although at the stage nothing is cast in stone. Development being in its early stages, not much can be shown; the screen shots attached demonstrate only rudimentary elements such as displaying a mesh and applying normal and parallax mapping to it, or simple physics actuated among boxes.
Having laid the first stone, I hope to post updates regularly, keeping a log of the project.