Thursday, July 18, 2013


These are some screenshots from the rendering engine I am building that I've decided to call FancyRay. Although currently incomplete, I've made some decent progress thus far.

FancyRay Part 1-Basic Direct Illumination with Point Lights
For this first prototype image, you can see specular and glossy reflections as well as transparency with Fresnel effects on the glass ball. All objects were rendered using a Cook-Torrance BRDF model. The speckling is due to a minor bug in my code for glossy reflection. Rays were cast using a two-dimensional Halton Sequence algorithm for low-discrepancy pixel samples.

FancyRay Part 2 - FishEye
FancyRay is built with a realistic camera lens simulation that allows for different lens effects. Here we see the same scene as above but rendered with a fisheye lens.

FancyRay Part 3 - Telephoto
In addition to the fisheye lens setup, FancyRay comes equipped with a telephoto lens option that allows you to zoom in really close on the objects in your scene.

FancyRay Part 4 - Soft Shadows and Area Lighting
Here we see soft shadows created by the use of a circular area light on the ceiling. This image was rendered with 32 samples per pixel by 32 samples per light.

FancyRay Part 5 - Photon Mapping
Although currently incomplete, FancyRay will be able to simulate global illumination using photon mapping. In this image here you can see the photons in the photon map rendered directly which gives a sense of what the final indirect illumination will look like.

To be continued...

Wednesday, July 17, 2013


For a class project, my partner, Forrest Browning, and I extended the PBRT rendering software program to include volumetric photon mapping in order to simulate the effects of bioluminescence. The fish model was also created by us using Maya.