Playing God

Rendering Features

Results

Not being very artistically minded, I started by implementing features which I thought would look nice for the final image:

Depth Of Field

Soft Shadows

Glossy Reflection

Path Tracing

Global Illumination using Jensen's implementation of the kd-tree Photon Map

Caustics


Now that I had some nice features to play with I began thinking about putting together the final image. After struggling for inspiration, I went back to my earliest memory as a child which was walking through the grass in my front yard. My focus then became producing a nice, healthy lawn.




I played around with cut grass and slightly shinier blades but the results looked unnatural



The results were promising, but the addition of soft shadowing along with super sampling was necessary to produce a more realistic effect:



My favorite feature of the renderer is without question the grass. It's completely general and can be specified with any position, height, density, color and dimension. While one blade of grass is unimpressive, the aggregate effect is very realistic because the observer isn't drawn to a single blade of grass but rather the entire patch. When supersampling is used to improve the harsh rising edges of the triangles, it produces really nice results.

Acknowledgements