Thursday, December 13, 2012
Final presentation tomorrow
This is the path tracer written in WebGL.
To run the code: (actually it is still running)
1. click the mouse and change the position of camera by mouse motion.
2. Click again to stop camera movement.
Colors will accumulate and give the image.
Presentation: presentation
References:
http://madebyevan.com/webgl-path-tracing/
http://learningwebgl.com/blog/?page_id=1217
http://machinesdontcare.wordpress.com/2008/10/29/subsurface-scatter-shader/
Wednesday, December 12, 2012
Fresnel Refraction/reflection & subsurface scatteringRef
We implemented fresnel refraction/reflection and the results look great. Also, the accumulation is very fast. Here are some of the results of the rendering:
SUBSURFACE SCATTERING
We tried to implement subsurface scattering using monte carlo method, but there was some problem the colors were getting translucent in the reflected image but not the actual object. Here, is the image representing this issue.
As you can see, the reflected image has the color that too not very good. since, we do not have enough time to fix that. We used the hack of sub surface scattering. The results seem OK.
Cool Images produced while trying to do subsurface scattering:
![]() |
| Reflection and refraction |
SUBSURFACE SCATTERING
We tried to implement subsurface scattering using monte carlo method, but there was some problem the colors were getting translucent in the reflected image but not the actual object. Here, is the image representing this issue.
![]() |
| Incorrect SubsurfaceScattering |
As you can see, the reflected image has the color that too not very good. since, we do not have enough time to fix that. We used the hack of sub surface scattering. The results seem OK.
Cool Images produced while trying to do subsurface scattering:
![]() |
| Glossy effect |
Tuesday, December 11, 2012
Accumulated the colors properly
Color Accumulation:
Finally I got the color accumulation working. The color is accumulated by creating two textures. For the final color in the scene we access the colors from the texture and then render the final color to the texture. That way, we are constantly accessing textures from the previous frame and updating the texture in current frame with the final color.
Refraction & reflection: I used the technique which I described in my CUDA path tracer blog post.
However, I see some problems in it. I don't see any of the shadows. But color bleeding is there. Also, no caustics are visible. Working on it.
Anti alias: For anti aliasing effect, I jittered the camera position for each frame. Subsequently, as the color accumulation take place, I got the anti aliased image.
Finally I got the color accumulation working. The color is accumulated by creating two textures. For the final color in the scene we access the colors from the texture and then render the final color to the texture. That way, we are constantly accessing textures from the previous frame and updating the texture in current frame with the final color.
Refraction & reflection: I used the technique which I described in my CUDA path tracer blog post.
However, I see some problems in it. I don't see any of the shadows. But color bleeding is there. Also, no caustics are visible. Working on it.
Anti alias: For anti aliasing effect, I jittered the camera position for each frame. Subsequently, as the color accumulation take place, I got the anti aliased image.
Sunday, December 9, 2012
Monday, December 3, 2012
Midpoint presentations
Today, we have a mid point presentations. However, we have not been able to accumulate colors correctly for the path tracer. And now, we are facing one major issue which is that our code does not run on all machines. Sometimes it just breaks and other times it says webGL not supported.
However, our aim for mid point was to have the basic path tracer in place. And, we have that. Once, we get accumulated colors we can move on to implement other additional features.
Links:
Mid point presentation
CodeSource
However, our aim for mid point was to have the basic path tracer in place. And, we have that. Once, we get accumulated colors we can move on to implement other additional features.
Links:
Mid point presentation
CodeSource
Investigating three.js-- Interactive Camera
We are planing to use Three.js to do non-rendering related works, like interactive camera.
Here is a interactive camera test, didn't integrated with our path tracer yet:
Here is a interactive camera test, didn't integrated with our path tracer yet:
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