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Josh Grant
 
Photo-Realistic 2002
POV-Ray / Blogger
Radiance / Sampling
BMRT
BRDFs
Light Field Rendering
Ray-Triangle Intersection
Emittance Collecting
Volume Rendering
Volume Rendering (continued)
Mesh Simplification

Blurred Radiance
 

Photo-Realistic 2002

The following pages are summaries of the projects assigned to David Banks's Photo-Realistic Computer Graphics class at Florida State University in the Spring of 2002.

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. 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. 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.
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. Instead of only testing for ray-sphere intersections it is time to test for ray-triangle intersections using Tomas Akenine-Möller code.
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. Compares different mesh simplification techniques used by Amira and the work done by Michael Garland with his QSlim package.
 

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Comments or questions about this page can be addressed to Josh Grant at grant@cs.fsu.edu