Category Archive - Computer Graphics
Experimenting with RenderMan
Tuesday 7 December, 2010 · Computer Graphics
Yesterday I’ve made my first renders with RenderMan (or more specific, with 3Delight, a RenderMan compatible renderer). Even if you don’t know what RenderMan is, you have without doubt enjoyed the endless amount of CGI scenes made with the help of RenderMan. From Harry Potter to Toy Story, almost every movie made in the past [...]
Ray Tracing Fun
Wednesday 14 April, 2010 · Computer Graphics · Projects
Finished writing my own acceleration structure for my Ray Tracer. Currently it’s something between a KD-Tree and an Octree. I expected performance to be slightly better than my original code, but to my suprise it’s already superfast (< 1 second for a Stanford Dragon) and I didn’t even optimize it yet.
Results
Tuesday 24 November, 2009 · Computer Graphics · Thesis
Compression, first tests looking good!
Tuesday 24 November, 2009 · Computer Graphics · Thesis
256 depth maps, 32 samples per pixel. Stanford Bunny Uncompressed Stanford Bunny Compressed Red areas indicate difference with the uncompressed version. In general I have less noise/self-shadowing, but some trivial points on the bunny are now miscalculated. It might have something to do with a special case where my current implementation of the compression algorithm [...]
CSM on CPU
Monday 23 November, 2009 · Computer Graphics · Thesis
Some screenshots of my current implementation on the CPU (uncompressed): Notice the banding of the shadows in the last picture. This is a consequence of using “only” 1024 shadow maps. With four times as much shadow maps there is a considerable improvement: Currently I’m still using an uncompressed version of the algorithm. Task for this [...]
Coherent Shadow Maps: Uncompressed Algorithm
Monday 16 November, 2009 · Computer Graphics · Thesis
Since it’s been a while since I made a blogpost, time to give an update on where I’m at and what I’ve been doing the past week. So currently I’m working on rendering soft shadows using my pregenerated shadow maps. No (decent) results yet, but it’s only a matter of hours before everything is up [...]
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