First in a series of assignments where we
render images with available software. The first assignment was to download
POV-Ray and render some images and animations.
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Two parts to the assignment 1) downloading Radiance, create some
images and images, 2) write an Open Inventor program to randomly sample a
sphere and color it based on a cosine emittance distribution function |
The renderer of choice this week is BMRT, and the second part of
the assignment was to expand the previous programming assignment to sample
multiple randomly placed spheres.
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An introduction to how BRDFs work by using
available BRDF programs on the web. The programming assignment is to expand
the previous assignment to have an arbitrary emittance distribution function.
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Building on the previous assignment, now random
rays are cast out from a view point. When an object is hit a sample is
placed at the hit point and on the viewing sphere.
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Instead of only testing for ray-sphere
intersections it is time to test for ray-triangle intersections using Tomas Akenine-Möller code.
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Casting rays from a viewing sphere and for each
intersection point collect the emittance by randomly sampling the hemisphere
defined by the intersection point's normal.
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Compares different mesh simplification techniques
used by Amira and
the work done by Michael Garland with his QSlim
package.
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