heart-touching-graphics.blogspot.com
Hitchhiker's guide to the universe of graphics: Bidirectional Path Tracing using Nvidia Optix , Part 9 (Textures)
http://heart-touching-graphics.blogspot.com/2012/05/bidirectional-path-tracing-using-nvidia.html
Hitchhiker's guide to the universe of graphics. My trip into the photorealistic galaxy! Πως να γυρίσετε τον κόσμο των γραφικών με ωτοστόπ! Ένα ταξίδι στα 3D γραφικά. Whoever wants to contribute to this blog , posting his experiences on the same place, please send me a message! Saturday, May 5, 2012. Bidirectional Path Tracing using Nvidia Optix , Part 9 (Textures). Note that the material on the .Obj is not a full material as in this example i read and use only the texture file associated with the obj!
heart-touching-graphics.blogspot.com
Hitchhiker's guide to the universe of graphics: Bidirectional Path Tracing using Nvidia Optix , Part 11 (Light sampling)
http://heart-touching-graphics.blogspot.com/2012/05/bidirectional-path-tracing-using-nvidia_08.html
Hitchhiker's guide to the universe of graphics. My trip into the photorealistic galaxy! Πως να γυρίσετε τον κόσμο των γραφικών με ωτοστόπ! Ένα ταξίδι στα 3D γραφικά. Whoever wants to contribute to this blog , posting his experiences on the same place, please send me a message! Tuesday, May 8, 2012. Bidirectional Path Tracing using Nvidia Optix , Part 11 (Light sampling). What should happen if several lights appear into the scene? To solve this problem i used this simple two-legged method :. So i select t...
heart-touching-graphics.blogspot.com
Hitchhiker's guide to the universe of graphics: Design Dilemma : Hybrid Rendering ?
http://heart-touching-graphics.blogspot.com/2012/05/algorithmic-dilemma-hybrid-rendering.html
Hitchhiker's guide to the universe of graphics. My trip into the photorealistic galaxy! Πως να γυρίσετε τον κόσμο των γραφικών με ωτοστόπ! Ένα ταξίδι στα 3D γραφικά. Whoever wants to contribute to this blog , posting his experiences on the same place, please send me a message! Friday, May 25, 2012. Design Dilemma : Hybrid Rendering? Last days I read some papers(and still reading.) on hybrid rendering , either with cuda/opencl or other languages. I was thinking of doing the opposite. My thought was : IF t...
heart-touching-graphics.blogspot.com
Hitchhiker's guide to the universe of graphics: Bidirectional Path Tracing using Nvidia Optix , Part 14 (Schlick specular gloss)
http://heart-touching-graphics.blogspot.com/2012/05/bidirectional-path-tracing-using-nvidia_20.html
Hitchhiker's guide to the universe of graphics. My trip into the photorealistic galaxy! Πως να γυρίσετε τον κόσμο των γραφικών με ωτοστόπ! Ένα ταξίδι στα 3D γραφικά. Whoever wants to contribute to this blog , posting his experiences on the same place, please send me a message! Sunday, May 20, 2012. Bidirectional Path Tracing using Nvidia Optix , Part 14 (Schlick specular gloss). I have used the most simple fresnel approximation as provided by nvidia in the fresnel schlick() function. Bidirectional Path T...
heart-touching-graphics.blogspot.com
Hitchhiker's guide to the universe of graphics: Bidirectional Path Tracing using Nvidia Optix , Part 10 (Importance sampling)
http://heart-touching-graphics.blogspot.com/2012/05/bidirectional-path-tracing-using-nvidia_05.html
Hitchhiker's guide to the universe of graphics. My trip into the photorealistic galaxy! Πως να γυρίσετε τον κόσμο των γραφικών με ωτοστόπ! Ένα ταξίδι στα 3D γραφικά. Whoever wants to contribute to this blog , posting his experiences on the same place, please send me a message! Saturday, May 5, 2012. Bidirectional Path Tracing using Nvidia Optix , Part 10 (Importance sampling). So i used , a weighted average such as this :. So i had these resul ts with the exact same materials and scene :. I found one mis...
heart-touching-graphics.blogspot.com
Hitchhiker's guide to the universe of graphics: July 2011
http://heart-touching-graphics.blogspot.com/2011_07_01_archive.html
Hitchhiker's guide to the universe of graphics. My trip into the photorealistic galaxy! Πως να γυρίσετε τον κόσμο των γραφικών με ωτοστόπ! Ένα ταξίδι στα 3D γραφικά. Whoever wants to contribute to this blog , posting his experiences on the same place, please send me a message! Tuesday, July 19, 2011. Bidirectional Path Tracing using Brilliance Engine #2. Our project is nearly over, stay tuned for the version 0.1 during this week. This is his personal site: http:/ www.alatzidis.gr/. Bidirectional Path Tra...
heart-touching-graphics.blogspot.com
Hitchhiker's guide to the universe of graphics: Bidirectional Path Tracing using Nvidia Optix , Part 12 (Depth of field))
http://heart-touching-graphics.blogspot.com/2012/05/bidirectional-path-tracing-using-nvidia_11.html
Hitchhiker's guide to the universe of graphics. My trip into the photorealistic galaxy! Πως να γυρίσετε τον κόσμο των γραφικών με ωτοστόπ! Ένα ταξίδι στα 3D γραφικά. Whoever wants to contribute to this blog , posting his experiences on the same place, please send me a message! Friday, May 11, 2012. Bidirectional Path Tracing using Nvidia Optix , Part 12 (Depth of field). Http:/ en.wikipedia.org/wiki/Depth of field. In the BDPT function:. Float2 d = pixel sample / make float2(screen) * 2.f - 1.f;. Ray ori...
heart-touching-graphics.blogspot.com
Hitchhiker's guide to the universe of graphics: Πρόλογος...
http://heart-touching-graphics.blogspot.com/2010/09/blog-post.html
Hitchhiker's guide to the universe of graphics. My trip into the photorealistic galaxy! Πως να γυρίσετε τον κόσμο των γραφικών με ωτοστόπ! Ένα ταξίδι στα 3D γραφικά. Whoever wants to contribute to this blog , posting his experiences on the same place, please send me a message! Thursday, September 23, 2010. Στο BLOG αυτό θα δοκιμάσω να ξαπλώσω τις γνώσεις που απέκτησα κατά την διάρκεια της πτυχιακής μου εργασίας (τμήμα Πληροφορικής και Τηλεπικοινωνιών, ΕΚΠΑ) που μόλις τελειώσαμε παρέα με έναν φίλο. Μόλις ...
danielsdevblog.blogspot.com
Daniel's Development Blog: Rendering Imrod
http://danielsdevblog.blogspot.com/2012/07/rendering-imrod_20.html
Friday, July 20, 2012. I was compelled to try and render the Imrod model that Jon Olick (worked for ID Software at one point) rendered with voxels. Below is a video of Jon's render, and below that is mine. Jon's is better. 800x600 60 fps - SVODepth(10) 2 Million visible voxels. I plan to implement voxel contours so that the voxels no longer have the cubical shape when viewed up close, but rather have a smoother surface that better represents the high poly source model. Subscribe to: Post Comments (Atom).