Rendering

Shadow volumes

Shadow volumes.

The purpose of this project was to provide a straightforward implementation of shadow volumes using the depth fail approach. The project is divided into the following sections: After loading an object, detect duplicate vertices. Build the object's edge list while identifying each face associated with an edge. Identify the profile edges from the perspective of …

kd tree construction using the surface area heuristic, stack-based traversal, and the hyperplane separation theorem

Test render of a stripped down version of the Sponza model (approximately 150,000 triangles). 4,258 samples.

In this post we will employ the hyperplane separation theorem and the surface area heuristic for kd tree construction to improve the performance of our path tracer. Previous posts have relied simply on detecting intersections between an axis aligned bounding box and the minimum bounding box of a triangle primitive. By utilizing the hyperplane separation …

Path tracer: thin lens, texture mapping, Fresnel equations, and smooth shading

1800 samples. A render illustrating Fresnel reflection and texture mapping.

A few new features have been added to our path tracer. The depth of field extension has been reworked slightly using the thin lens equation allowing us to specify a focal length and aperture. Fresnel equations have been added to more accurately model the behavior of light at the interface between media of different refractive …

Path tracer with triangle primitives and binary space partitioning

Subdivided Blender monkey. 5,808 triangles. 390 samples.

UPDATE: The post below was a purely naive attempt at implementing a rudimentary bounding volume hierarchy. A much more efficient implementation using a kd tree is available in this post. We will continue with the project we left off with in this post. We will attempt to add triangles to our list of primitives. Once …

Ocean simulation part two: using the fast Fourier transform

A screen capture of the surface with lighting and fog.

In this post we will analyze the equations for the statistical wave model presented in Tessendorf's paper[1] on simulating ocean water. In the previous post we used the discrete Fourier transform to generate our wave height field. We will proceed with the analysis in order to implement our own fast Fourier transform. With this implementation …