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Normal Map
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Diffuse are light, point light, spot light, infinite light(Environment Map)
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Different materials (Metal, ChromMirror, glass, plastic, etc.)
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Acceleration : BVH / Kd-Tree
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Lens-based Camera
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Implicit Surface Rendering
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Photon Mapper (may take super longer time, but render converges quite well!)
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Volume Rendering
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Volume Rendering :
Original Photon Mapper render
thin & thick white fog volume render
final volume render we get
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Photon Mapper : Rainbow Box
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Implicit Surface Rendering using Ray-marching
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Lens-based Camera with Lens Radius = 1.0 , 5.0, 10.0
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Complex model rendered within just few minutes (general <10min depends on your computer)with BVH/Kd-Tree and more the 1 hour at least without it.
900 ssp MIS Glass dragon (around 3min rendering time) / 900 ssp MIS Happy Buddha (around 4min rendering time)
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victory pose (Mirror Material)
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Glass cup and ball (Environment Map)
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AirJordan Jumpman (Glass Material + Environment Map)
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(This one actually a little bit light / uv problem, but I think it's a cool mistake)
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Mountains (Texture + Normal Map + Environment Map)
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Wahoo series
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Wahoo's War(several different color point lights)
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Evil Wahoo..(OK, it's just a light problem, too dark)
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Normal Map Comparision (left back wall with normal map, right without)
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TwoLights Cornell Box
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Veach scene with Naive and direct lighting integrator
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Glass Ball scene