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graphics

PBRT Renders

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 …

Contour and Valley detection using GLSL

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 …

BRDFun

Some renders from my CG2 practicum about global illumination. A very rough implementation of Cook-Torrance BRDF (left) and Oren-Nayar BRDF (right).

GLSL Shader Results

After squashing a rather nasty bug this morning (GLSL shader memory alloc is tricky), I made some renders to demonstrate the algorithm. The algorithm is an object-space algorithm.  This has some implications: Operations are performed with direct vertex info. No intermediate rendering+signal filtering is done. Rendering it on the GPU …

Image Space Oddity

I’ve been trying to work out a good CPU-accelerated version the my suggestive contours algorithm during the last few weeks, and after working through some technical difficulties, I managed to compute and draw regular contour lines this afternoon: Hard to see? I know,  it looks craptastic. But after an afternoon …

Thesis Video Update

An overview of the work done upto january on my thesis. My most recent work (on the GLSL implementation) is not included, this is all rendered using the CPU. The main differences with last video: Better viewport consistency by applying fading of the contour lines. (Reduces flicker effect) Optimalisation of …

GLSL Shader IDE’s

Update 2013: Fixed link to RenderMonkey, which has been discontinued. Also, this post is a bit outdated. Have a look at Cuda for a GPU-based language with good debugging support. Because my current Suggestive Contours/Suggestive Highlights implementation is written using OpenGL calls for rendering, it was best to start work on …

Applying Suggestive Contours to …

In the second semester of this year, I’ll have to apply the suggestive contours algorithm I’ve implemented in an interesting way, in order to have some experimental results upon which I can base my thesis. A report on what I found out behind the cut.

Suggestive Highlights

Some more features implemented in my thesis project: Stroke fading (soft lines + anti-aliasing) Suggestive Highlights (still some tweaking – in combination with suggestive contours they give a false “embossed” impression) Various optimizations for time-coherent contours (see this follow-up paper). The ‘flickering’ issues I had with changing viewports have been …