CSE 168 Computer Graphics II: Rendering

 

 

Final Project

Eric Wang

 

Mainly implemented 3 things:

·       Soft shadows with area light sources

·       Depth of field using Poisson-disk distribution method

·       Path Tracing for estimating the rendering equation

 

Originally intended to have final image as:

 

 

But, forgot to add extra light sources and it took too long to render so…

 

FINAL IMAGE!

 

 

Soft Shadows

Above we can see the soft shadows underneath the balls. This is done by sampling the light sources as areas. Each sample on the area light source is sampled on some random jittered point on the light source.

 

Depth of Field

The depth of field effect on the blue ball is clearly seen. The focus is on the green ball. This algorithm utilizes a pre-computed “dart-throwing” Poisson disk distribution. Then by using this distribution, the renderer randomly picks one to offset the eye ray so that a blur can be achieved.

 

Path tracing

It is subtle but the overall picture has a bluish tone. The floor is actually a rich brown, but turned to look a little pale due to the dark blue sky. It is also noticeable that underneath the balls, it is showing the brown of the floor. The shadows are also showing a slight tinge of blue from the irradiance of the blue ball. This is done by recursively tracing through a ray and collecting indirect illumination along with the direct illumination as the ray travels through a random uniform spherical point around a hit.