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YINING KARL LI

Rendered entirely with my own renderer, Takua Render. More information is available on my project pages and blog. Born in Hannover, Germany and raised in Philadelphia, Pennsylvania, Yining Karl Li is a computer graphics software engineer at Walt Disney Animation Studios. Working on the Hyperion Renderer. Karl is a Master of Science in Computer Graphics candidate at Cornell University. S Program of Computer Graphics. Previously, Karl did his undergraduate studies at the University of Pennsylvania.

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YINING KARL LI | yiningkarlli.com Reviews
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Rendered entirely with my own renderer, Takua Render. More information is available on my project pages and blog. Born in Hannover, Germany and raised in Philadelphia, Pennsylvania, Yining Karl Li is a computer graphics software engineer at Walt Disney Animation Studios. Working on the Hyperion Renderer. Karl is a Master of Science in Computer Graphics candidate at Cornell University. S Program of Computer Graphics. Previously, Karl did his undergraduate studies at the University of Pennsylvania.
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YINING KARL LI | yiningkarlli.com Reviews

https://yiningkarlli.com

Rendered entirely with my own renderer, Takua Render. More information is available on my project pages and blog. Born in Hannover, Germany and raised in Philadelphia, Pennsylvania, Yining Karl Li is a computer graphics software engineer at Walt Disney Animation Studios. Working on the Hyperion Renderer. Karl is a Master of Science in Computer Graphics candidate at Cornell University. S Program of Computer Graphics. Previously, Karl did his undergraduate studies at the University of Pennsylvania.

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blog.yiningkarlli.com blog.yiningkarlli.com

Code & Visuals

Code & Visuals. By Yining Karl Li. June 18, 2015 Tags: Coding, Renderer. A few months ago I added attenuation to Takua a0.5’s Fresnel refraction BSDF. Adding attenuation wound up being more complex than originally anticipated because handling attenuation through refractive/transmissive mediums requires volumetric information in addition to the simple surface differential geometry. In a previous post about my BSDF system. First off, what is attenuation? Attenuation is described using the Beer-Lambert Law.

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YINING KARL LI | Spring 2015 Demoreel

http://www.yiningkarlli.com/demoreel

A physically-based photorealistic global illumination renderer. 2012-2015. The ultimate objective of this project is to learn about building an advanced production-ready renderer. Takua Render has a highly modular, extensible architecture supporting plugins for many renderer subsystems. The architecture of the renderer achieves highly efficient parallelism through task-based concurrency and Threaded Building Blocks. Much of this model is inspired by concepts from Rob Pike and the GoLang team. A complex s...

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YINING KARL LI | About/Contact

http://www.yiningkarlli.com/about

Karl is a computer graphics software engineer at Walt Disney Animation Studios. Working on Disney's in-house production physically based renderer, Hyperion. As part of the Hyperion team, Karl is working on several upcoming animated feature films, including Zootopia. Spring 2016), Moana. Fall 2016), and Gigantic. Karl is also concurrently finishing as a Master of Science in Computer Graphics candidate at Cornell University. S Program of Computer Graphics. And contributed to CG@Penn. As a TA and researcher.

3

YINING KARL LI | Resume

http://www.yiningkarlli.com/resume

PDF Version Available Here. Walt Disney Animation Studios. Burbank, CA July 2015 - Present. Software Engineer, Hyperion Renderer. Working on Disney's custom, in-house physically based renderer. Supervisors: Brent Burley. Cornell University Program of Computer Graphics. Ithaca, NY Aug 2013 - July 2015. Conducting research into fast physically based rendering. And accurate illumination models. Supervisors: Donald P. Greenberg. Joseph T. Kider. Emeryville, CA Jun 2013 - Aug 2013. Program of Computer Graphic...

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YINING KARL LI | Code & Visuals: Bounding Boxes for Ellipsoids

http://yiningkarlli.blogspot.com/2013/02/bounding-boxes-for-ellipsoidsfigure.html

BY YINING KARL LI. Friday, February 8, 2013. Bounding Boxes for Ellipsoids. Warning: this post is going to be pretty math-heavy. So what's so hard about calculating tight axis aligned bounding boxes for arbitrary ellipsoids? This naive approach, however, quickly fails if we rotate the sphere such that its axes are no longer lined up nicely with the world axes. In Figure 2, our sphere is rotated, resulting in a way too small AABB if we min/max points on the sphere axes:. 0 0 0 -1]. R = [ r11 r12 r13 r14 ].

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YINING KARL LI | Code & Visuals: Texture Mapping

http://yiningkarlli.blogspot.com/2012/12/texture-mapping.html

BY YINING KARL LI. Tuesday, December 18, 2012. A few weeks back I started work on another piece of super low-hanging fruit: texture mapping! Before I delve into the details, here's a test render showing three texture mapped spheres with varying degrees of glossiness in a glossy-walled Cornell box. I was also playing with logos for Takua render and put a test logo idea on the back wall for fun:. Since memory is always at a premium, especially on the GPU, I've implemented textures in a fashion inspired by ...

yiningkarlli.blogspot.com yiningkarlli.blogspot.com

YINING KARL LI | Code & Visuals: Revision 3, Old Renders

http://yiningkarlli.blogspot.com/2013/01/revision-3-old-renders.html

BY YINING KARL LI. Friday, January 18, 2013. Revision 3, Old Renders. At the beginning of the semester, I decided to re-architect Takua again, hence the lack of updates for a couple of weeks now. I'll talk more in-depth about the details of how this new architecture works in a later post, so for now I'll just quickly describe the motivation behind this second round of re-architecting. As I wrote about before. Again, I'll go into a more detailed explanation once this process is complete. Posted by Karl Li.

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YINING KARL LI | Code & Visuals: November 2013

http://yiningkarlli.blogspot.com/2013_11_01_archive.html

BY YINING KARL LI. Saturday, November 16, 2013. Code and Visuals has moved! Just a quick new announcement: this blog has moved! I've decided to move Code and Visuals to a Jekyll/Github Pages based system, located at blog.yiningkarlli.com. For more details, see this new post. I'll leave this Blogger version around, but from now on, new posts will be at the new place. RSS/Atom feeds should transition over automatically. See you on the other side! Posted by Karl Li. Subscribe to: Posts (Atom).

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YINING KARL LI | Code & Visuals: Thoughts on Stackless KD-Tree Traversal

http://yiningkarlli.blogspot.com/2012/09/thoughts-on-stackless-kd-tree-traversal.html

BY YINING KARL LI. Saturday, September 15, 2012. Thoughts on Stackless KD-Tree Traversal. Edit: Erwin Coumans in the comments section. Has pointed me to a GDC 2009 talk by Takahiro Harada. The original post is preserved below, in case anyone still has an interest in reading it. And methods utilizing a short stack or something similar, such as the method presented in Zhou et. al. [2008]. 1 Down from the current node's parent node. 2 Up from the current node's left child. When we travel up from the current...

yiningkarlli.blogspot.com yiningkarlli.blogspot.com

YINING KARL LI | Code & Visuals: Giant Mesh Test

http://yiningkarlli.blogspot.com/2013/04/giant-mesh-test.html

BY YINING KARL LI. Monday, April 29, 2013. My friend/schoolmate Zia Zhu. Is an amazing modeler, and recently she was kind enough to lend me a ZBrush sculpt she did for use as a high-poly test model for Takua Render. The model is a sculpture of Venus, and is made up of slightly over a million quads, or about two million triangles once triangulated inside of Takua Render. On a happier note, KD-tree construction performed well! Here's a bonus image of what the sculpt looks like in the GL preview mode:.

yiningkarlli.blogspot.com yiningkarlli.blogspot.com

YINING KARL LI | Code & Visuals: Importance Sampled Direct Lighting

http://yiningkarlli.blogspot.com/2013/04/importance-sampled-direct-lighting.html

BY YINING KARL LI. Friday, April 26, 2013. Importance Sampled Direct Lighting. Takua Render now has correct, fully working importance sampled direct lighting, supported for any type of light geometry! More importantly, the importance sampled direct lighting system is now fully integrated with the overall GI pathtracing integrator. To demonstrate/test this property, I made a simple test scene with an extremely bright sun-like object illuminating the scene from a huge distance away:. 5 Treat the great circ...

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Virtual Globe and Terrain Rendering: Hackathons in the Classroom

http://blog.virtualglobebook.com/2012/12/hackathons-in-classroom.html

Saturday, December 1, 2012. Hackathons in the Classroom. I teach a graduate-level GPU Programming and Architecture. Course at the University of Pennsylvania. I do lots of atypical things like open source projects. Using github (there is no "homework" - who wants to do homework? And I've even let the students make their own final. And based on feedback from last semester. And a few Cesium. I canceled class and replaced it with a six-hour hackathon, 6pm-12am, in the graphics lab. Using the GLSL Sandbox.

blog.virtualglobebook.com blog.virtualglobebook.com

Virtual Globe and Terrain Rendering: December 2012

http://blog.virtualglobebook.com/2012_12_01_archive.html

Thursday, December 27, 2012. GitHub and Open Source in the Classroom. I started using source control in high school, and I believe every computer science student should be comfortable with at least one source control package. Last semester. In my GPU Programming and Architecture. Course at the University of Pennsylvania, we had students use GitHub for their code. This semester, we took it a step further. Last semester, we used a GitHub educational account. But we could do much better. The profile for the...

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YINING KARL LI | Code & Visuals

BY YINING KARL LI. Saturday, November 16, 2013. Code and Visuals has moved! Just a quick new announcement: this blog has moved! I've decided to move Code and Visuals to a Jekyll/Github Pages based system, located at blog.yiningkarlli.com. For more details, see this new post. I'll leave this Blogger version around, but from now on, new posts will be at the new place. RSS/Atom feeds should transition over automatically. See you on the other side! Posted by Karl Li. Saturday, July 27, 2013. Check it out here.

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YINING KARL LI

Rendered entirely with my own renderer, Takua Render. More information is available on my project pages and blog. Born in Hannover, Germany and raised in Philadelphia, Pennsylvania, Yining Karl Li is a computer graphics software engineer at Walt Disney Animation Studios. Working on the Hyperion Renderer. Karl is a Master of Science in Computer Graphics candidate at Cornell University. S Program of Computer Graphics. Previously, Karl did his undergraduate studies at the University of Pennsylvania.

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