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Realistic Image Synthesis
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Messing around
Posted: 12/13/06. Depth of field with adjoint photons. Noisy
close to the camera, but this is with half an hour of rendering
time, and already looks almost as good as the direct photon
one, that took 20 hours.
Posted: 12/13/06. That extra divide was masking another bug -
adjoint photons had their energies incorrectly scaled
w.r.t. emittance. This would result in extra saturation. Now this is
fixed, and I think this image converges to the direct photon tracing
one. (By the way, Steve was also having this problem, so I guess that's
still in the tradition of stumbling across all possible bugs.)
Posted: 12/13/06. This is the bug - these lights should have the
same power, but I have an extra divide. So in the previous
screenshot, one of the lights (the one that happened to be closest
to the red sphere _and_ the camera, giving the appearance of no
falloff) had a much bigger power than it should.
Posted: 12/13/06. Keeping with my tradition of
reproducing other
people's bugs, here's an adjoint tracing where I seem to have
lost the lambertian cosine term. The right is what it should look
like, the left is what it currently looks like.
Posted: 12/08/06: Blackbody spectra for emission, with temperatures
ranging from 2000K to 8000K.
Posted: 12/08/06: Arbitrarily-shaped emitters. This is the first
step towards bidirectional: emitters and sensors are now the same
class. This is nice because shooting an adjoint photon will be
essentially the same thing shooting a direct photon, The only
changes being which importance sampling distributions are used.
Posted: 10/16/06:
Debugging a structured light for debugging my lenses.
Posted: 10/16/06: Focusing
lens. Also, so much for the "no more spurious bright pixels"
theory :(.
Posted: 10/13/06: ~3 minutes of
rendering on 8 processors. CSG working. Now it'll be easy
(hopefully) to come up with the bispherical lenses.
Posted: 10/07/06: ~3
minutes of rendering, now importance sampling the objects as
well. This behaves better than I expected (since the light has a
mixture of 25 different distributions in the importance
sampling). This scene was created by using Python as a scripting
language. I use Boost.Python to create bindings for all objects,
materials, lights, scenes, geometric objects, samplers, etc, and
then I create the scene as a python program. The spheres were
created by looping over all macbeth materials, and at each time
adding a disk that covers the bounding box projection to the
spherical light (above, not visible).
Posted: 10/07/06. Some 40
hours of total rendering time. This still does not importance
sample the object but those shadows do look nice! An interesting
artifact from importance sampling I have noticed is that the local
image quality seems to be inversely proportional to the cosine of
the object normal with the viewing direction. This is because
these sensor areas get the same energy but more photons, and hence
less variance. Too bad it seems hard to compensate for that (since
that is a horrible-looking function as viewed from the photon
emitter).

Posted:
10/06/06. Marginally better framing and focus. 3 hours so far, 8
processors.

Posted:
10/05/06. Triangle meshes. For this to look good, I need to change
importance sampling so that the light importance samples both the
mesh and the aperture. Also, the pinhole radius is too large, and
the bunny is not framed right. This ran for 15 hours, on 4
processors.

Posted: 10/05/06. With importance sampling gotten right, this took roughly
3 hours, on 8 processors. Pinhole radius is 10^-3, which accounts for
the nice sharp focus.

Posted: 10/05/06. There were still
problems with importance sampling. (Read: hardcoding the wrong
aperture radius :( This took 12 hours to render.)

Posted: 10/05/06. Yay for FP bugs in importance sampling.