Colibri Renderer
Posted: Fri May 09, 2014 1:17 pm
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






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


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

Here is some renders







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