Komplexpraktikum Globale Beleuchtung - Wintersemester 2005/06
Lehrstuhl für Computergraphik und Visualisierung
Betreuer: Thomas Räckel
Task
For the course "Komplexpraktikum Globale Beleuchtung" a raytracer had to be programmed in C#. It had to implement one method for global illumination. The following features were obligatory:
- Recursive raytracing with reflexion, refraction and shadows
- Primitives: sphere, plane, box, triangle
- Pointlightsource, directional lightsource
- Phong material and image textures
- Perspective camera
- Reading XML3d scenefiles
- Creating appealing scenes
Further features could be chosen by the team members. Especially an efficient data structure and a method for global illumination had to be picked.
Team
- Torsten Schmutzler
- Gunnar Schröder
Software Architecture
Features
- Geometry: Torus, Cylinder, Tube
- Different camera modells: perspective, orthogonal and fish-eye camera
- Depth of field
- Antialiasing: jittered supersampling
- Edgedetection for speeding up supersampling
- Soft Shadows
- Efficiency: bounding volume hierarchies and shadow cache
- Global illumination: photon mapping
Result Images
Rendering of the DuskShroud Szene(3721 Triangles) with Defaultsettings without Pruning
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Vorbereitungszeit |
Renderzeit |
Summe |
Flat List |
00.04687 s |
25 min 07.79687 s |
25 min 07.84375 s |
Bounding Volume Leaves |
00.04687 s |
4 min 24.85937 s |
4 min 24.90625 s |
BVH Quantative Longest |
00.1602304 s |
15.2118736 s |
15.3721040 s |
BVH Quantative Round Robin |
00.0701008 s |
13.4593536 s |
13.5294544 s |
BVH Spatial Longest |
00.0901296 s |
12.4779424 s |
12.5680720 s |
BVH Spatial Round Robin |
00.1001440 s |
12.6481872 s |
12.7483312 s |
Rendertimes (463949 Triangles) in 1024x768 without Pruning
|
Vorbereitungszeit |
Renderzeit |
Summe |
BVH QL |
38.26562 s |
12.81250 s |
51.07812 s |
BVH QRR |
24.78125 s |
16.82812 s |
41.60937 s |
BVH SL |
19.81250 s |
12.21875 s |
32.03125 s |
BVH SRR |
21.73437 s |
13.31250 s |
35.04687 s |
BVH SL with Pruning |
37.12500 s |
11.39062 s |
48.51562 s |
BVH SL with Flatten |
20.92187 s |
12.35937 s |
33.28125 s |
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A Spherefractal on the left. On the Right side our supported Primitives are shown. (The Torusknot is a trianglemesh). Additionally reflections, refractions, spotlight, arealight and photon mapping was used. |
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Features of the cameraimplementaion. Left: Fisheyecamera with 360 degree viewangle. Right: Depth of Field. The white ball is in focus. |
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Left: Cornell Box with reflective and refractive Matirials for causics.
Right: The classic Cornell Box. |
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Photon Mapping in action. Left: A cloisterszene with ambient lighting. Right: The same scene with global illumination. |
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Left: Caustic of a transparent teapot. Right: Chessszene with different procedural textures. (checker, wood and marble) |