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.