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	<title>Work Log by Kevin Beason</title>
	<link>http://www.kevinbeason.com/worklog</link>
	<description>Latest personal graphics developments</description>
	<lastBuildDate>Tue, 09 Jun 2009 18:53:28 +0000</lastBuildDate>
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	<item>
		<title>Dispersion, Spectral Filtering, Subpixel Sampling</title>
		<description>[gallery link="file"]

Bunny model available here. Ajax bust available here (thanks jotero!). Bunny scene was under 3 hours, Ajax scene was 8 hours.

The Cubo prism model is available here. For comparison, here is a proper rendering by luxrender. The prism shows off a new feature, spectral rendering. I used 20,000,000 photons ...</description>
		<link>http://www.kevinbeason.com/worklog/2009/06/06/dispersion-and-spectral-filtering/</link>
			</item>
	<item>
		<title>Multiple Importance Sampling</title>
		<description>[gallery link="file"]

Fixed lots of bugs in my Ashikhmin &#38; Shirley and Schlick BRDF's. Schlick anisotropic is still not 100% correct. Added explicit BRDF calculation for both BRDF's, allowing for light sampling in addition to BRDF importance sampling. This helped a great deal with small light sources like the sun. To ...</description>
		<link>http://www.kevinbeason.com/worklog/2009/06/03/151/</link>
			</item>
	<item>
		<title>Distance Field Experiments</title>
		<description>[gallery link="file" columns="2"]

Here are the results from some distance field intersection experiments.
Inspired by slisesix by Inigo Quilez. A better explanation is on my reading list.
I also posted these on ompf. A single sample at 1024x768 takes about 6 seconds on a 2.4GHz Q6600 quad core CPU. Intersection works by stepping ...</description>
		<link>http://www.kevinbeason.com/worklog/2009/06/03/distance-field-experiments/</link>
			</item>
	<item>
		<title>Glossy reflections</title>
		<description>[gallery link="file"]

Added Ashikhmin &#38; Shirley's Anisotropic Phong BRDF and Schlick's BRDF (the '94 paper) support for pure path tracing (implicit light paths only). My Schlick BRDF is probably broken. Adding these entailed abstracting a BRDF interface class, implementing importance sampling and computing BRDF/PDF. The daylight image is after sunset for ...</description>
		<link>http://www.kevinbeason.com/worklog/2009/03/20/glossy-reflections/</link>
			</item>
	<item>
		<title>Measured reflectance</title>
		<description>[caption id="attachment_88" align="alignnone" width="400" caption="Chromium, Copper, Iron, Lithium, Nickel, Silicon, Tungsten"][/caption]

Inspired by this beauty I set out for rendering with "measured reflectance" values.

FreeSnell comes with spectral data for a variety of materials in a series of .nk files, including the index of refraction (n), the extinction coefficient (k, aka absorbtion), ...</description>
		<link>http://www.kevinbeason.com/worklog/2009/03/20/measured-reflectance/</link>
			</item>
	<item>
		<title>Heightfield and media rendering</title>
		<description>Another lazy update. This work is from the middle of 2008.

First image shows a failed attempt at rendering a displacement mapped triangle mesh. I tried to implement a variation on Interactive Smooth and Curved Shell Mapping (Jeschke et al.) (shown) but my variation was a failure. I also looked at ...</description>
		<link>http://www.kevinbeason.com/worklog/2009/02/03/heightfield-and-media-rendering/</link>
			</item>
	<item>
		<title>smallpt: Global Illumination in 99 lines of C++</title>
		<description>Finally releasing a little project I've been working on. A small project, although I spent an insane amount of time tweaking it. My hope is that it can serve as a concise reference to anyone wondering what's involved in a basic global illumination renderer. Honestly, since I don't explain the ...</description>
		<link>http://www.kevinbeason.com/worklog/2008/11/08/smallpt-global-illumination-in-99-lines-of-c/</link>
			</item>
	<item>
		<title>Indexed triangle sets, plane primitive</title>
		<description>Another stab at Julia quaternion set, from March. In April I added support for indexed face sets, resulting in fantastic memory savings. Here are test renders of a 7 million and a 28 million polygon model, respectively. Lucy, the 28M tri model, required a fair amount of swap on my ...</description>
		<link>http://www.kevinbeason.com/worklog/2008/11/08/45/</link>
			</item>
	<item>
		<title>Preetham et el. sun and sky light model</title>
		<description>I was really inspired by the cool images lycium and greenhybrid were making using the sky model by Preetham et al., so in March I read the paper again and overcame my laziness and gag reflex at the spaghetti mess of equations, and hacked together the sky and sun light ...</description>
		<link>http://www.kevinbeason.com/worklog/2008/10/26/preetham-et-el-sun-and-sky-light-model/</link>
			</item>
	<item>
		<title>Fixed absorption of photons and rays</title>
		<description>I fixed some simple bugs in the absorption of photons and along rays 6 months ago. The first image is from a debugging session for this. Second image shows a cognac glass with fixed absorption, and also  a text label in the bottom right corner that is automatically added now. ...</description>
		<link>http://www.kevinbeason.com/worklog/2008/10/20/fixed-absorption-of-photons-and-rays/</link>
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