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1. Progressive Render:

Progressive render

  • Updated tile by tile (32x32 pixels)
  • Average of 4 samples per pixel per pass

2. Sample count (weight):

Sample count

  • Luminosity = number of samples
  • Noisy pixels need more samples

3. Radiance Variance:

Radiance Variance

  • Color jumbs from samples to samples
  • High variance = high level of noise

4. Divergence map:

Divergence Map

  • Approximately : Variance / Weight
  • Uniform divergence = Uniform noise levels

5. Priority map:

Priority Map

  • Based on divergence map and a threshold
  • Red : requires many samples in next pass
  • Blue : requires few samples in next pass
  • Gray : won’t not be touched in next pass

6. Sample Pictures


GPU Mesh Adaptation

Topological Smoothing

Geometric Smoothing

Beams and Beads Shading


Volume Rendering