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Colibri Renderer

Posted: Fri May 09, 2014 1:17 pm
by koiava
Hello everyone! :) This is my first post in this forum and I'm very glad about that. Finally I found people, who has knowledge in Computer Graphics and I can share my experience :)
My name is Irakli Koiava. I'm on last course of Computer Science Master's Program at Tbilisi State University. Unfortunately in our country computer graphics is forgotten, nobody needs it, including my university, but I'm very motivated to change things in good way.
About One years ago I started renderer development, I called my renderer Colibri.
at this time Colibri is fully CPU based standalone renderer.
It supports:
several analytical surfaces: sphere, cylinder, cone, plane and mesh(imported from *.obj)
Texture Maps, (diffuse, specular, Normal).
sphere lights and environment lights.
geometry and material instancing.
unidirectional path tracing with external light sampling.
adaptive sampling.
I have big part of renderer under development:
MIS/RIS
bidirectional rendering.
some experiments of Metropolis...
Physical sky.
Renderer is Windows based(I am ashamed about that :) ), but I think code is mostly independent from platform.
Here is some renders :)
Image
Image
Image
Image
Image
Image


I'm working on Master Thesis "Light Transport simulation for Realistic Images".

Re: Colibri Renderer

Posted: Fri May 09, 2014 8:32 pm
by ingenious
I wish my first post here was so impressive!

Great job and welcome to the forum! Love your lady-parts. Though the silhouette of the object on the 4th row looks like a man-part at first glance :twisted:

Re: Colibri Renderer

Posted: Sun May 11, 2014 11:21 am
by koiava
ingenious wrote:Great job and welcome to the forum!
Thanks.
Here is Colibri Facebook Page.
https://www.facebook.com/pages/Colibri/211589399026983
There are some more renders :)

Re: Colibri Renderer

Posted: Tue May 13, 2014 3:42 am
by andersll
Nice images! How are you doing the adaptive sampling?

Re: Colibri Renderer

Posted: Tue May 13, 2014 6:49 am
by koiava
I calculating images using stratified sampling in every pass and accumulating it in image accumulator. In this step I calculate per pixel variances and use it to get new number of samples per each pixel.
Right of 4th image are shown spp in gradient colors. This is old version, It's better to calculate variances in lower resolution and interpolate them to get noise free variance image.

Re: Colibri Renderer

Posted: Wed Dec 03, 2014 7:30 am
by koiava

Here I show progressive rendering in my path tracer.
Performance shown here is really bad :D I know. This is old version actually, after that I added packet tracing for primary rays it helps a lot in this type of scene. I improved traversal code significantly and speed is much better now.

2 small boxes, 1 bunny and 1 plane illuminated with Environment light.

Re: Colibri Renderer

Posted: Wed Dec 03, 2014 3:41 pm
by shocker_0x15
Pretty cool! :D

Re: Colibri Renderer

Posted: Thu Dec 04, 2014 12:19 am
by raider
Looks very nice!
And that is just one year of development? Do you write entire renderer from scratch or you base on some other open code?

Re: Colibri Renderer

Posted: Thu Dec 04, 2014 6:47 am
by koiava
Pretty cool!
Thanks! :)
And that is just one year of development?
Yes, maybe little bit more, but I'm working in full time job and unfortunately it's very hard to find enough free time for Graphics.
So, I decided to do it more serious, because when I do computer graphics I feel really good :)
Do you write entire renderer from scratch or you base on some other open code?
Inspiration comes from smallpt :)

Re: Colibri Renderer

Posted: Thu Dec 04, 2014 10:01 pm
by raider
That's a lot of inspiration )) from just a hundred lines of code!
I'v been in Tbilisi in October, it's a pity I didn't know such enthusiasts like you are their )
Keep posting on the progress!