2010年7月21日 星期三

[Path Tracing]Environment Mapping

After adding environment mapping, everything looks good ^^.

Path tracing isn't a good method to do caustic, so it's noisy for the caustic even though I use comparably more samples.

Parameters:
700 samples path tracing
1500x1500 HDR image as background



















Image based Lighting
Parameters:
700 samples path tracing
50 samples image based lighting
1500x1500 HDR image as background



















Image based Lighting
Parameters:
1500 samples path tracing
50 samples image based lighting
1500x1500 HDR image as background



2010年7月15日 星期四

[Progress]Path Tracing

After I review the whole concept about path tracing, now I'm more aware of it.

1. Original path tracing doesn't separate direct illumination part from indirect illumination part.

2. Direct illumination part is for smoothing the result. (Because if the sampled ray doesn't hit the luminaire, it'll be totally black and otherwise it'll be really bright.)

Here is the result. Path tracing with a glass ball.

Parameters:
1 shadow ray
1 hemisphere sample
15 times max bounce (if none of bounces hits the light)
200 samples per pixel


2010年7月1日 星期四

[Progress]BVH with SSE

Finally I finish my BVH with SSE implementation, but the outcome for a simple model (66454 triangles) doesn't seem like helpful.

Here is the outcome:

Without SSE
==BVH Info==
1-element leaf: 1838
2-element leaf: 18209
3-element leaf: 2876
4-element leaf: 2811
Total: 27047 bounding boxes
Building time: 2.453573 sec
==Rendering Info==
Rendering time: 1.565233 sec
Ray-Box intersection: 19658128
Ray-Triangle intersection: 1393575

With SSE
==BVH Info==
1-element leaf: 0
2-element leaf: 1
3-element leaf: 0
4-element leaf: 16613
Total: 16614 bounding boxes
Building time: 2.569810 sec
==Rendering Info==
Rendering time: 1.429016 sec
Ray-Box intersection: 19821888
Ray-Triangle intersection: 673405

Two weeks for 0.1 sec improvement. Cool!!

BVH(dark blue lines) for Sponza model


















Rendered Image