Hello trace-masters! I’m back with another cool study!
In this post, I will share my ray tracer outputs where the scene consists of my own face mesh and an HDR spherical environment light map.
Continue reading “Trace the Ray – Part 9 (Extra: My Own Face Mesh!)”
In this post, I will first give some information on indirect illumination in ray tracing and bidirectional path tracing algorithm, and then I will write about how I have implemented my term project, a naive version of the Bidirectional Path Tracing (BDPT) algorithm. Moreover, I will provide a comparison of my BDPT outputs with my ray tracer and path tracer outputs.
Continue reading “Trace the Ray – Part 8 (Project: Bidirectional Path Tracing)”
I am back with my last assignment, in which I have implemented:
- Object Lights
- Mesh lights
- Spherical (also ellipsoid) lights
- Spherical environment lights
- Path Tracing
In this post, we will examine those topics in detail.
Continue reading “Trace the Ray – Part 7 (Object Lights and Path Tracing)”
Hey trace-masters, Bidirectional Reflectance Distribution Functions are here! In this post, we will examine what those BRDFs are and how they are used.
Continue reading “Trace the Ray – Part 6 (BRDFs)”
Hey trace-masters, High Dynamic Range rendering is here!
In my fifth assignment, my task was to implement:
- HDR (High Dynamic Range) rendering capability, which includes
- Exporting images as .exr files, and
- Performing tonemapping operation to map HDR images to LDR (Low Dynamic Range), so that their approximate appearances can be shown on non-HDR screens.
- Two new light types, which are
- Directional light
- Spot light
In this post, we will examine them together!
Continue reading “Trace the Ray – Part 5 (HDR Rendering)”