CIS-565 GPU Programming Final Project Path Tracer Midpoint Presentation
Final Presentation Extension to GPU based path tracer By- Gundeep Singh.
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Transcript of Final Presentation Extension to GPU based path tracer By- Gundeep Singh.
Final Presentation
Extension to GPU based path tracer
By- Gundeep Singh
Extended my path tracer
• Features added-:a) Obj Mesh Loaderb) Subsurface scatteringc) Cook Torrance BRDFd) Fresnel reflectione) Interactive Cameraf) Depth of field g) Motion Blurh) Post processing effects for fun!
• Implemented a Obj Mesh Loader to handle arbitrary geometry.
Interactive camera• Controls to move within the scene.• The path tracer is reset after every camera
movement.
Subsurface scattering• Subsurface scattering(or SSS) is a mechanism
of light transport in which light penetrates the surface of a translucent object, is scattered by interacting with the material, and exits the surface at a different point.
• To mimic effects of materials like milk, wax etc.
i oxi xo
s
Subsurface ScatteringBunny- 1100+ faces
Reduction Coefficient= 2.0
Depth of field• Earlier we are
using pinhole camera now to implement depth of field we assume some size of camera.
• Simple and most important concept for DOF is to jitter the location of ray start (i.e camera position) and construct a ray using that camera position.
Motion blur• Simply translating the objects between
frames rest is taken care by the path tracer !
KD TREE
• Was unable to complete implementingCukd.
• Needed some more time for that
Cook Torrance• What makes the Cook-Torrance shading
model so favorable?o First, it computes its specular lobe using the half-angle
vectoro Second, it accurately models the Fresnel effect,
increasing the specular reflectivity as the surface turns away from the viewing direction.
o Finally, it models micro imperfections in the surface
Cook Torrance Results
Roughness= 0.2Gauss Constant=100
Roughness= 0.02Gauss Constant= 50
Some post processing effects
Contrast Gray Scale
References• Real time rendering book.• Pixar Cook Torrance http://
renderman.pixar.com/view/cook-torrance-shader• KD trees
http://graphics.stanford.edu/papers/gpu_kdtree/kdtree.pdf
• Subsurface scattering http://en.wikipedia.org/wiki/Subsurface_scattering
• Depth of field http://http.developer.nvidia.com/GPUGems/gpugems_ch23.html
Thank You