Computer Graphics


  • Saturday, July 26, 2008 - 12:54

    Nothing new, just a high-res picture.

  • Monday, July 21, 2008 - 19:50

  • Monday, July 21, 2008 - 19:48

    A few posts ago I added super-sampling to the ray tracer to help take care of jaggies. If you remember, this consisted of sending more rays into the scene. There is a cost of sending in all of these added rays. Thinking back on the picture of the circle and the super-imposed grid we really only needed to fix the edges, the center of the circle didn't change at all. So we really wouldn't need to do anything to fix the non-existant jaggies in the center of the circle. So, in order to save on processing by not tracing any more rays than we absolutely have to while still looking good.

  • Monday, July 21, 2008 - 19:48

    Up to now the lights have only been represented by a single, infinitesimally smally point. This doesn't accurately model light in the real world which comes from an object have volume. Look at a light bulb, it takes up some amount of space. The side affect of have a point light is that all the shadows are really sharp, they have very defined edges. While the edges of shadows cast by lights with volume or area have soft edges. Here is a picture of the soft edges cast in real life:

  • Friday, July 18, 2008 - 22:49

    Photon mapping is a way to do illumination in 3D graphics. This is my computer graphics project from college.

  • Friday, July 18, 2008 - 09:36

    CaptionThis has been an incredibly annoying project. Granted it stems from the fact that I didn't have all the resources I needed as far as the minute detials behind programming the ray tracer.

  • Friday, July 18, 2008 - 06:59

    A bit out of order, but this post will deal with my work on using quads for area lights. Okay, here's the deal, how do you pick a random point from the interior of a quadrilateral and ensure that the distribution is as uniform as possible? Good question ehh? My math prof thinks so too. We discussed several methods. We are doing this because we need to emit photons from the surface of the light.

    The following pictures of distributions are plotted with 2500 points.

    Method A: Corners Method

    Its easy to select a point inside the parallelogram defined by a triangle, so divide the quad into four triangles, pick a point inside each corresponding parallelogram and average them together. Nice and simple, but it creates a distribution that is obviously not uniform, it shows a strong bias for the center of the quad. To be fair, this was of my own invention. (The red, green, yellow, and cyan dots are from the four triangles, the blue are the actually points.)
     

     

     

  • Friday, July 18, 2008 - 06:57

    Okay, really quick, photon mapping is where we cast photons from the light out into the scene we are drawing and store their interactions with the geometry in a photon map. Then we to a raytrace on the scene, but when we do our lighting calculations we use the information in the photon map as well as direct illumination. This gives us indirect illumination, and with the addition of a second photon map we can do good, cheap caustics. For more info check wikipedia.

  • Sunday, February 3, 2008 - 00:55

    A ray tracing project from my computer graphics class. We built our own ray tracers from the ground up, its pretty cool!

  • Saturday, February 3, 2007 - 12:23

    So far all of our objects are dull and flat, we could easily make this more cool by adding in reflections. The technique is simple, we cast the ray from the eye, hit the object, and then cast another ray reflected off the object. This creates nice reflective objects, the first one only allows things to reflect once.