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Mitsuba 3 is a research-oriented retargetable rendering system, written in portable C++17 on top of the Dr.Jit Just-In-Time compiler. It is developed by the Realistic Graphics Lab at EPFL. It can be compiled into many variants with optional derivative tracking, dynamic compilation via LLVM or CUDA, and various radiance representations (monochrome, RGB, or spectral light, potentially with polarizat
Jacco Bikker Arauna ray tracing raytracing real-time realtime rendering free
About Nori is a simple ray tracer written in C++. It runs on Windows, Linux, and Mac OS and provides basic functionality that is required to complete the projects in CS6630. While Nori provides much support code to simplify your development work as much as possible, the code that you will initially receive from us in fact does very little: it renders a simple scene with ambient occlusion and write
Decoupled Deferred Shading for Hardware Rasterization Gabor Liktor, Carsten Dachsbacher ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2012 In this paper we present decoupled deferred shading: a rendering technique based on a new data structure called compact geometry buffer, which stores shading samples independently from the visibility. This enables caching and efficient reuse of s
Precomputed Radiance Transfer: Theory and Practice Siggraph 2005 Course Jan Kautz Jaakko Lehtinen Peter-Pike Sloan Course Description Interactive rendering of realistic objects under general lighting models poses three principal challenges. Handling complex light transport phenomena like shadows, inter-reflections, caustics and sub-surface scattering is difficult to do in real time. Inte
Image Space Photon Mapping (ISPM) rasterizes a light-space bounce map of emitted photons surviving initial-bounce Russian roulette sampling on a GPU. It then traces photons conventionally on the CPU. Traditional photon mapping estimates final radiance by gathering photons from a k-d tree. ISPM instead scatters indirect illumination by rasterizing an array of photon volumes. Each volume bounds a fi
間接光を正確に扱うことで、きわめて写実的な3DCG表現が可能となるレンダリング技法 GI(グローバル・イルミネーション=大域照明)レンダリング コースティクスなど物理的に正確なレンダリング結果が得られたり IBLでHDRI等の環境マップを用いて現実の環境光をリアルに再現できたりと フォトリアルなCG表現が個人でも簡単に手に入る時代になりました 最新のアルゴリズムにより高速で高品質なGIレンダリングを実現した 先進的なフリーのGIレンダラーを紹介 Vidro http://www.vidro-project.com/ x64やマルチコアに対応、ノンフォトリアルな表現もできます Parthenon Renderer http://www.bee-www.com/parthenon/ 比較的高速なGPUアシスト型レンダラー Lucille http://lucille.sourceforge.n
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