Rendering underwater scene with EDXRay

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1/22/2014

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图片
The research I have been doing at Georgia Tech is about simulating the swimming gait of plesiosaur, which is a topic of debate among palaeontologists. And this week I spent some time to create a pretty still image of an underwater plesiosaur.
I had written an  ocean simulation program  with GPU several years ago, and it's easy for me to take advantage of that and integrate it into  my ray tracer. So I tried rendering a cornell box scene that contains a water surface, and the result, particularly the caustics pattern is quite appealing.
Picture
So I constructed a scene with a ocean surface and a ocean floor, both generated by the ocean simulator, and then set the area in between as homogeneous participating media which scatters blue tinted light. The resulting image is at the top of this blog.

There is currently only single scattering, I am still working on multiple scattering with both BDPT and progressive photon mapping, in particular, I am interested in  this work and  this work. I will post more once I made more progress.


1/22/2014

0 Comments

 
图片
The research I have been doing at Georgia Tech is about simulating the swimming gait of plesiosaur, which is a topic of debate among palaeontologists. And this week I spent some time to create a pretty still image of an underwater plesiosaur.
I had written an  ocean simulation program  with GPU several years ago, and it's easy for me to take advantage of that and integrate it into  my ray tracer. So I tried rendering a cornell box scene that contains a water surface, and the result, particularly the caustics pattern is quite appealing.
Picture
So I constructed a scene with a ocean surface and a ocean floor, both generated by the ocean simulator, and then set the area in between as homogeneous participating media which scatters blue tinted light. The resulting image is at the top of this blog.

There is currently only single scattering, I am still working on multiple scattering with both BDPT and progressive photon mapping, in particular, I am interested in  this work and  this work. I will post more once I made more progress.


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