Last night I played with my... ray tracer, and decided to give a shot at pimping Veach's famous room scene a bit. Here's the result:
And here's Veach's original:
Veach's room scene pimped
Veach's room scene pimped

Re: Veach's room scene pimped
WTF... it is soo clean...
What features does your renderer support (GPU/CPU, BPT+VCM, ...) ? what is the render time ? which hardware ?
Can you share the scene ?
Thx
What features does your renderer support (GPU/CPU, BPT+VCM, ...) ? what is the render time ? which hardware ?
Can you share the scene ?
Thx
Spectral
OMPF 2 global moderator
OMPF 2 global moderator
Re: Veach's room scene pimped
The image was rendered on the CPU using an algorithm I've been trying to publish unsuccessfully for some time (I suspect due to some prior work on this topic). I call it Overnight Rendering with Bidirectional Path Tracing
But actually the image looks pretty good already after 1 hour in my renderer which hasn't been scrutinized by a performance profiler this decade 
The scene is attached below. It's in 3ds max 2012 format, with V-Ray materials. There are no explicit light sources in the scene, but two disks in the lap shades with emissive materials. I have a custom exporter for my renderer, and I also manually add a homogeneous medium with sigma_a = sigma_s = 0.1.


The scene is attached below. It's in 3ds max 2012 format, with V-Ray materials. There are no explicit light sources in the scene, but two disks in the lap shades with emissive materials. I have a custom exporter for my renderer, and I also manually add a homogeneous medium with sigma_a = sigma_s = 0.1.
- Attachments
-
- Room.zip
- (3.85 MiB) Downloaded 385 times

Re: Veach's room scene pimped
That's what I call pimping things up!
It also seems there's some volume caustics visible near the bunny.

Re: Veach's room scene pimped
Indeed, the volume caustics are subtle but nice. Here's a visualization of length-4 paths only, where these caustics are more prominent. It'd be also cool to reproduce Veach's image pyramid with the contributions of the individual techniques.

Re: Veach's room scene pimped
There's actually built-in support for that in Mitsuba. All you need to do is to comment out/change a macro for it. It produces all the images for the pyramid, which can be easily put together with a script to form the actual pyramids (I've done that using an imagemagick script). Maybe it's easier to re-export it there than implementing the whole logic in your own renderer. 

Who is online
Users browsing this forum: No registered users and 1 guest