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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 …

Sin() City

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.