Search found 24 matches

by zsolnai
Thu Apr 17, 2014 4:46 pm
Forum: Visuals, Tools, Demos & Sources
Topic: Veach's room scene pimped
Replies: 5
Views: 11459

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...
by zsolnai
Thu Apr 17, 2014 1:42 pm
Forum: Visuals, Tools, Demos & Sources
Topic: Veach's room scene pimped
Replies: 5
Views: 11459

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.
by zsolnai
Thu Nov 14, 2013 8:45 pm
Forum: General Development
Topic: About volumetric caustics.
Replies: 23
Views: 19146

Re: About volumetric caustics.

The Primary Sample Space MLT by Kelemen et al. [1] is mostly about manipulating the random number generator. The original Veach Metropolis [2] is however a different story.

[1] http://www.iit.bme.hu/~szirmay/paper50_electronic.pdf‎
[2] http://www-graphics.stanford.edu/papers/metro/
by zsolnai
Thu Nov 14, 2013 10:58 am
Forum: General Development
Topic: About volumetric caustics.
Replies: 23
Views: 19146

Re: About volumetric caustics.

Hi there everyone, it is available here: http://cg.iit.bme.hu/~zsolnai/gfx/smallpaint/ It seems that it also has a simple BVH implementation included therefore it's a bit "fat", that is, being 800ish lines with lots of comments (effective lines of code is however a lot less than that). Please note t...
by zsolnai
Thu Nov 14, 2013 9:58 am
Forum: General Development
Topic: About volumetric caustics.
Replies: 23
Views: 19146

Re: About volumetric caustics.

Hi there, we have some experience rendering scenes with volume caustics. Here on the first page you can see that bidirectional path tracing + the primary sample space metropolis [1] does a reasonably good job at it compared to bdpt with naive sampling techniques: http://cg.iit.bme.hu/~zsolnai/gfx/ad...
by zsolnai
Sat Jul 06, 2013 4:27 pm
Forum: Visuals, Tools, Demos & Sources
Topic: Minecraft OpenGL render
Replies: 3
Views: 8294

Re: Minecraft OpenGL render

Awesome work! :)
by zsolnai
Wed May 22, 2013 4:40 pm
Forum: Links & Papers
Topic: SIGGRAPH 2013 papers
Replies: 6
Views: 7010

Re: SIGGRAPH 2013 papers

Yee-haw! :) I have been waiting for this for quite a while. Thanks! :)
by zsolnai
Wed May 01, 2013 6:22 pm
Forum: ompf2
Topic: NEW SERVER
Replies: 23
Views: 27993

Re: NEW SERVER

Thank you. :)
by zsolnai
Sat Mar 09, 2013 11:53 am
Forum: General Development
Topic: Hosek & Wilkie sky model : solar radiance...
Replies: 7
Views: 8916

Re: Hosek & Wilkie sky model : solar radiance...

Hit here spectral, while I'm not an expert on this new sky model, there is an implementation of it in LuxRender (and also a forum topic). Maybe it would be of help to you. :) http://www.luxrender.net/forum/viewtopic.php?f=8&t=8977 Also: http://libregraphicsworld.org/blog/entry/luxrender-makes-use-of...
by zsolnai
Tue Nov 06, 2012 4:21 pm
Forum: Links & Papers
Topic: Ph.D. thesis
Replies: 21
Views: 29650

Re: Ph.D. thesis

A hefty piece of work. :) I am particularly fond of the brigade renderer-related stuff. Congratulations!