the image shows a 20min rendering of my path tracer (rest in peace).
you can see a diffuse sphere, a glass sphere with fake fresnel (notice
the caustics though) and a purely specular sphere. all the light in the
room is diffusely reflected.
allthough i was quite satisfied with the path tracer you can still
notice some banding effects in the shadows due to bad recycling of the
stratified light samples.
i used stratified samples for the path tracing as well, which actually
gave a nice effect during image generation because the scene was sort of
“scanned” from left to right by the pixels. the anti aliasing is done
via jittered sampling of the rays.
an earlier version of the path tracer had support for traceing CSG
surfaces rather efficently but i have no really interesting pictures of
that on my machine (allthough i still have an article on the topic lying
around, which i haven’t released so far but is completely finished).
i abandoned the path tracer though in favor of photon mapping based on
the kd tree construction technique proposed in the “Faster Photon
Mapping using the Voxel Volume Heuristic” paper on
www.openrt.de. you can expect to see nice pictures
rendered by the photon mapper soon :)
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awsome work! I bet there’s room for optimizations to reduce that 20min
I’d be interested in reading your paper.
well… for one it’s path tracing and that is only getting so fast. once
i have the photon mapping finished i expect things to be much faster.
sweet picture. I should really start getting into this “one hour
rendering” business. I wonder how long before this stuff becomes real
with photon mapping the map generation “only” takes a few seconds and
the rendering can be done at least “interactive”. i’m pretty sure that
dual core processors will bring the change here