Search found 37 matches

by dawelter
Tue Mar 19, 2019 9:02 am
Forum: Visuals
Topic: My little path tracer
Replies: 25
Views: 11777

Re: My little path tracer

We know since VCM that photon mapping can be seen as a path sampling method. Therefore, I want to first refer to Raab et al. (2008) "Unbiased Global Illumination with Participating Media" for the concise path integral formulation of volume rendering. I use the stochastic progressive varian...
by dawelter
Fri Mar 15, 2019 7:29 am
Forum: Visuals
Topic: My little path tracer
Replies: 25
Views: 11777

Re: My little path tracer

Hi. Thank you both. Glad you like it. :) Btw., I forgot to say, I rendered the media with "The Beam Radiance Estimate" by Jarosz (2008). I use Embree to do the beam-point query. This is possible since fairly recent support for ray-aligned-disc intersections! So, if you happen read this, Em...
by dawelter
Mon Mar 04, 2019 7:39 pm
Forum: Visuals
Topic: My first Supersize-Image
Replies: 8
Views: 4572

Re: My first Supersize-Image

Oh, forgive me, I missed the motion blur on the fireball even! :o Now I understand. Nice!
by dawelter
Sat Mar 02, 2019 11:06 am
Forum: Visuals
Topic: My first Supersize-Image
Replies: 8
Views: 4572

Re: My first Supersize-Image

No offense, but how is it different from regular area lights?
Anyway, I really like the renderings in your first post. They look good and they are so clean. Good job. Oh and the scene with the crystal man is very cute :-)
by dawelter
Sat Mar 02, 2019 10:57 am
Forum: Visuals
Topic: My little path tracer
Replies: 25
Views: 11777

Re: My little path tracer

Here are some new results from my renderer. I've been messing with photon mapping ... Check if physics are working as intended. The beam is supposed to be focused like that. I let the construction of the scene be guided by the so called Lensmaker's equation https://en.wikipedia.org/wiki/Lens_(optics...
by dawelter
Sun Feb 24, 2019 2:23 pm
Forum: General Development
Topic: Shading normal issues w. adjoint bsdf
Replies: 4
Views: 435

Re: Shading normal issues w. adjoint bsdf

Doh! :x I was about to file an issue. Instead I got my answer right there ...
https://github.com/mmp/pbrt-v3/issues/209

@Shocker: Yeah ... It's a bit overkill but if I cannot understand the differences between the mesh otherwise, why not. ;-)
by dawelter
Sun Feb 24, 2019 11:30 am
Forum: Visuals
Topic: Glitch Pictures anyone?
Replies: 80
Views: 109109

Re: Glitch Pictures anyone?

Ha ha! Well, it's a manifestation of my wish to render a better looking scene, and I'm not talking about bugs. So I was basically just messing around ;-) The second bug was a too long query beam. Now I call this good enough in spite of the color bleeding below the bunny :roll: box_bunny_medium.jpg
by dawelter
Sat Feb 23, 2019 9:04 am
Forum: Visuals
Topic: Glitch Pictures anyone?
Replies: 80
Views: 109109

Re: Glitch Pictures anyone?

Trying to implement beam radiance estimation. Regular photon mapping. This is roughly what it should look like. photonmap.jpg I use a piecewise constant estimate of the transmittance function where I do the beam query. Read beyond array bounds. Need to put range checks in assert macro everywhere, ev...
by dawelter
Sat Feb 23, 2019 8:45 am
Forum: General Development
Topic: Shading normal issues w. adjoint bsdf
Replies: 4
Views: 435

Re: Shading normal issues w. adjoint bsdf

Hi. Thanks for your reply. At least it is good that I didn't totally misunderstood something there. For some reason the correction factor went way down, when I used another mesh (higher res version of the stanford bunny). I could swear it has a similar amount of jagged edges. I start to think, that ...
by dawelter
Sat Feb 16, 2019 9:35 am
Forum: General Development
Topic: Shading normal issues w. adjoint bsdf
Replies: 4
Views: 435

Shading normal issues w. adjoint bsdf

Hi there, I seek help for robustly implementing Veach's correction for shading normals for the adjoint BSDF, i.e. for photon mapping or light tracing. The problem: According to Veach we should add a correction factor that compensates for using shading normals instead of geometry normals: eq5.18.PNG ...

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