Showing posts with label bvh. Show all posts
Showing posts with label bvh. Show all posts

Monday, June 29, 2009

Explicit direct lightning

gives a lot,

unmatched quality:

A fireflies happen to appear from time to time (there is one on the ceiling for example) and, what's funny, it's a random thing while my PRNG has constant seed values.
I'm almost sure its because all threads share one random number generator and what seem to happen they are at times calling random procedure ALMOST in the same time, reassigning the values unpredictably.

Edit:

Sunday, June 14, 2009

Java path tracing

Hello I'm back.

My current weapon of choice is Java though.

The renderer supports:
  • median split BVH,
  • thin lens and pinhole camera models,
  • sphere and Triangle primitives,
  • naive path tracing with lambertian surfaces only,
  • rendering in a progressive manner.
Performance is not that bad. I designed it to take full advantage of the new feature of java called Escape Analysis, so I'm not reusing objects (what leads to ugly code btw.) but creating them like crazy.

What sucks though is that there is no 1.6.0_14 java for Mac OS X yet, but I've tested in on windows and it works very well.

Some first, naive path tracing, renderings: