Here are some PBRT renders I made, to compare between using photon mapping and using regular raybouncing. I recompiled PBRT with the advanced Photon Mapping Integrator (C++ code available here) to speed up the Final Gathering algorithm. There’s still a lot of noise in the final image, but the caustics are clearly visible.

I’ve also made a (failed) attempt at subsurface scattering, but it’s a nice render anyway:

Mar 112010

Some renders from my CG2 practicum about global illumination. A very rough implementation of Cook-Torrance BRDF (left) and Oren-Nayar BRDF (right).

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