The universal analogy
From the great Penny Arcade:
From the great Penny Arcade:
This is one of the latest results of our Capita Selecta project (Selected Heads. Hah, the things I do with language …), in which we try to reconstruct human faces using Structure From Motion techniques. I refer to the previous posts about this subject for technical details, but in short: …
From their latest album, High Violet. Buy it – it’s good.
So, we’ve been busy building a good light stage during the last week. We captured some rotating heads (including our professor’s) and ran them through our Structure From Motion pipeline (using Point-Based Multiview Stereo), which could now be run on several machines in the computer rooms. Steven wrote a script …
Me and Steven building the lightstage for our final structure-from-motion project, which I will call PH3D. We’ll be scanning faces using an HD camera next week.
Here are some PBRT renders I made, to compare between using photon mapping and using regular raybouncing. I recompiled PBRT with the advanced Photon Mapping Integrator (C++ code available here) to speed up the Final Gathering algorithm. There’s still a lot of noise in the final image, but the caustics …
If you want to experiment with Physically Based Rendering, PBRT is the tool to use. Unfortunately, the latest builds (>1.03) have some incomplete instructions on how to build PBRT on your own machine. Update: I’ve recently compiled PBRT on Ubuntu 12.10 using the following (shorter!) instructions. Might want to try these …
Some images I rendered for my thesis text yesterday. Left: just toon shader. Right: toon shader + suggestive contours + suggestive highlights, an attempt at a Frank Miller-like rendering style. All of this is rendered at min. 24 frames/second at a resolution of 760 x 760.
I’ve started writing my Master’s thesis text – things could get quiet here in the next few weeks, bar the occasional silly post. Follow the progress on https://www.forceflow.be/thesis_stats. See those commits fly, baby. Oh, and I’m the Developer of the Month. Yay me! (provided by StatSVN) The job-hunting temperature is …
Today, I managed to perform contour/suggestive contour rendering in imagespace – thus working on a rendered diffuse shaded image. After using the Sobel edge detection filter to detect regular contours, I looked for an efficient algorithm to detect valleys and creases, in order to draw suggestive contours as well. As …