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CUDA Projects

Blog about CUDA and GPU implementation of path tracer, rasterizer and ray tracer

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CUDA Projects | pixelated.cuda.ashimag.com Reviews
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Blog about CUDA and GPU implementation of path tracer, rasterizer and ray tracer
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CUDA Projects | pixelated.cuda.ashimag.com Reviews

https://pixelated.cuda.ashimag.com

Blog about CUDA and GPU implementation of path tracer, rasterizer and ray tracer

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1

CUDA Projects: Rasterizer

http://pixelated.cuda.ashimag.com/p/rasterizer.html

Implements the standard rasterized graphics pipeline similar to OpenGL pipeline. To complete the pipeline, I implemented vertex shader, primitive assembly, perspective transformation, rasterizer, and fragment shader. Vertex Shader and Primitive Assembly. I started coding for CUDA rasterizer on Monday this week. But all thanks to Sandy, I lost my power by midnight. BY that time I finished my vertex shader and primitive assembly. They were straight forward. Now, I have implemented fragment shader as well.

2

CUDA Projects: Ray Trace - Diffuse lambertian surfaces

http://pixelated.cuda.ashimag.com/2012/09/diffuse-lambertian-surfaces.html

Ray Trace - Diffuse lambertian surfaces. This blog explains the implementation details of the diffuse lambertian surfaces. It states that the intensity of light on a diffuse surface is directly proportional to the cosine angle θ between the incoming light ray and the unit normal to the surface. In layman's language, if the angle is low light intensity is low and if angle is high intensity is high. Hence, applying lambert's law in ray tracer code will give diffuse lambertian surfaces.

3

CUDA Projects: Ray Trace - Area Light and soft shadows

http://pixelated.cuda.ashimag.com/2012/09/area-light-and-soft-shadows.html

Ray Trace - Area Light and soft shadows. In order to check the light intersection with object, we need to fire only one ray in the direction of the point light from the currently intersected point. Area light work differently from the point light. As in area light we need to generate more rays towards the geometry representing area light. Hence, a lot more rays are required for the calculation of light. Still trying to resolve the issue. Subscribe to: Post Comments (Atom).

4

CUDA Projects: Ray Tracer - Specular Highlights

http://pixelated.cuda.ashimag.com/2012/09/specular-highlights.html

Ray Tracer - Specular Highlights. Pecular highlight is the shiny spot that appears on the shiny surface when illuminated. If the direction of reflected light becomes equal to the direction of eye then we see a surface point P highlighted. ReflectedRay = lightRay.direction - 2.0f * glm: dot( lightRay.direction, normal ) * normal;. Float cosAngle = glm: max(glm: dot( eye.direction, reflectedRay ),0.0f);. Float spec = powf( cosAngle, specularExponent) * dot(specularColor,currentMat.color);.

5

CUDA Projects: Ray Tracing - CUDA

http://pixelated.cuda.ashimag.com/2012/09/ray-tracing-cuda.html

Ray Tracing - CUDA. J imageresoultion.y; j ). I imageresoultion.x; i ) {. ComputeRayDir(i, j, &primRay);. Vec3 color=vec3(0.0,0.0,0.0);. Shoot prim ray in the scene and trace it for intersectionpoint. TraceRay(r.origin,r.direction,color);. Apply pixel color to image. Output(xpix, ypix)- Red = (int)(color[0]*255);. Output(xpix, ypix)- Green =(int)( color[1]*255);. Output(xpix, ypix)- Blue = (int) (color[2]*255);. First image with CUDA implementation of ray tracing algorithm, with no lighting.

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Ashima Gupta: My Projects

http://pixelated.ashimag.com/p/projects.html

This page is to share the links to different project created by me. Ambient occlusion and vertex morphing. February 2, 2016 at 11:13 AM. Subscribe to: Posts (Atom). Ashima07gupta at gmail.com. Picture Window template. Template images by Airyelf.

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Advanced GLSL: Ambient Occlusion

http://pixelated.glsl.ashimag.com/p/ambient-occlusion.html

I used SSAO technique to implement ambient occlusion in sponza scene. I created 16 random samples and calculated occlusion based on the following assumptions:. 1 If the occluder point lies in the same plane as the occludee then, occlusion is 0. 2 If the occluder is below the occludee then again the occlusion is 0. 3 Also, the occlusion varies with occluder's distance from occludee. With out ambient occlusion. Result with Tea pot:. Subscribe to: Posts (Atom).

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WebGL projects: Fresnel equations & subsurface scattering

http://pixelated.webgl.ashimag.com/2012/12/fresnel-refractionreflection-subsurface.html

Fresnel equations and subsurface scattering. Fresnel equations describe the reflection and transmission of rays through an object. In essence, when the rays reach the boundaryof two different objects then the part of the ray is reflected and part is refracted. I used russian roullette technique which determines either to refract or reflect based on the fresnel transmission coefficient. The working example can be seen at: Fresnel example. The results are as follows:. Subscribe to: Post Comments (Atom).

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WebGL projects: Color accumulation & refraction/reflection

http://pixelated.webgl.ashimag.com/2012/12/accumulated-colors-properly.html

Color accumulation and refraction/reflection. Finally I got the color accumulation working. The color is accumulated by creating two textures. For the final color in the scene we access the colors from the texture and then render the final color to the texture. That way, we are constantly accessing textures from the previous frame and updating the texture in current frame with the final color. The technique which I described in my CUDA path tracer blog post. Subscribe to: Post Comments (Atom).

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Advanced GLSL: Image post-processing

http://pixelated.glsl.ashimag.com/p/image-post-processing.html

Implemented various image effects using fragment shader. 1 Image Negative: The formula is very simple just deduct the rgb values of image from 1 i.e. 1 - rgb is the new color of the image. 2 Grey Scale: Greyscale image is an image in which the value of each pixel contains only the intensity of color at that pixel. Hence, the formula to calculate intensity is:. Vec3 W = vec3 (0.2125, 0.7154, 0.0721);. Float luminance = dot(rgb, W);. Then, just set the luminance value to be the rgb value for the pixel.

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Advanced GLSL: Globe Rendering

http://pixelated.glsl.ashimag.com/p/globe-rendering.html

I implemented the following feature as a part of image processing in fragment shader:. Bump mapped terrain using height maps. Rim lighting to simulate atmosphere. Nighttime lights on the dark side of the globe. Specular mapping using specular maps. Moving clouds using textures and transparency maps. Height map shading by changing the color of the terrain based on the height of the terrain using height map. Subscribe to: Posts (Atom). Picture Window template. Template images by Airyelf.

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Ashima Gupta: Welcome to Ashima's world of Graphics

http://pixelated.ashimag.com/2012/12/welcome-to-ashimas-world-of-graphics.html

Welcome to Ashima's world of Graphics. I graduated in Computer graphics and game Technology(CGGT) from University of Pennsylvania in Dec 2012. This website is a culmination of my efforts in the field of computer graphics in the last 1 year. I have implemented range of projects on different technologies which includes CUDA, OpenGL, WebGL, C , Unity3D, Motion Builder, and Maya. You can checkout these projects under "My Projects" tab of this website. Subscribe to: Post Comments (Atom).

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Physically Based Animation: About:

http://pixelated.phys.ashimag.com/2012/12/about.html

This page is dedicated to the projects I have implemented as a part of physically based animation. The list of projects implemented:. Particle based fluid simulation (SPH). Subscribe to: Post Comments (Atom). Picture Window template. Template images by Airyelf.

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CUDA Projects

Ray Trace - Reflection and Refraction. Refraction: Working to correct black dots in the image. Ray Trace - Area Light and soft shadows. In order to check the light intersection with object, we need to fire only one ray in the direction of the point light from the currently intersected point. Area light work differently from the point light. As in area light we need to generate more rays towards the geometry representing area light. Hence, a lot more rays are required for the calculation of light. This bl...

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I have no sub text. Welcome to Pixelated, the online gallery of digital photography from Royce Dodds. Over the next few pages I will be showing you images that I have taken or have digitized. Pixelated 2006 Royce Dodds Contact Me.

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Advanced GLSL

This blog is for projects created using shader language(GLSL) to process image and produce various effects. Globe rendering, screen space Ambient Occlusion and vertex pulsing. Subscribe to: Posts (Atom). Picture Window template. Template images by Airyelf.