pixelated.ashimag.com
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.
pixelated.webgl.ashimag.com
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).
pixelated.cuda.ashimag.com
CUDA Projects: Ray Trace - Shadows
http://pixelated.cuda.ashimag.com/2012/09/shadows.html
Ray Trace - Shadows. Shadow implementation process in Ray tracer:. To generate shadows, we need to traverse all the light sources and find if there is any object between currently intersected object and the light. If, there is an object then the object is in shadow and we do not need to calculate the color of that pixel. Bool inshadow = false;. For(int i = 0 ;i numberoflights; i ){. LightDirection =normalise( light[i] - intersectionPoint);. LightOrigin = intersectionPoint;. LightDist = 100000.0f;.
pixelated.cuda.ashimag.com
CUDA Projects: Ray Trace - Reflection & Refraction
http://pixelated.cuda.ashimag.com/2012/09/reflection-refraction.html
Ray Trace - Reflection and Refraction. Refraction: Working to correct black dots in the image. Subscribe to: Post Comments (Atom). Picture Window template. Template images by Airyelf.
pixelated.webgl.ashimag.com
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).
pixelated.ashimag.com
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).
pixelated.phys.ashimag.com
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.
pixelated.webgl.ashimag.com
WebGL projects: Fresnel
http://pixelated.webgl.ashimag.com/p/fresnel.html
This is a path tracer implemented in WebGL. This page may take some time to load because of WebGL. This instance of path tracer displays fresnel equation implementation. It also allows camera motion on mouse click movements. The direction of reflected ray is computed based on the laws of reflection, and the direction of refracted ray follows the Snell’s law with respect to the incident angle. Subscribe to: Posts (Atom). Picture Window template. Template images by Airyelf.
pixelated.cuda.ashimag.com
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.