Some Records of Computer Graphics Enthusiast

H imatsubushi_

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Copyright (c) Bee; since 1998

Real-time Sub Surface Scattering Using Depth Buffers



click to download

Rendering both multiple scattering and single scattering.



Non Real-time Sub Surface Scattering (reference)



upper left:Skin1, upper right:Apple
lower left:Potato, lower right:Skimmilk



Easy Breezy Metropolis Light Transport (reference)



MLT




Distribution of the number of samples per pixel.
(Note that the number of samples is correlated with pixel's brightness.)


path tracing



Combined Lagrangian-Eulerian Approach for Accurate Advection



left: previous method (semi-lagrangian method), right: proposed method
in the same resolution.


left: previous method (semi-lagrangian method), right: proposed method
The 2D demo on GPUs (click to download)

Both calculations are done by 1st order (space and time) calculations, but the proposed method can significantly reduce numerical diffusion due to the time integration.


Importance Resampling for Global Illumination (reference)



left: uniform sampling, center: importance resampling, right: reference image
(click to enlarge)

A less noisy image is obtained by importance resampling in the same rendering time.



GPU fluid (reference)



(click to download)



Geometry Images (reference)



Original mesh


Parameterization to a circle
(The red line shows the next cut path.)


Geometry image (click to download, floating point TIFF)


Reconstructed mesh



REAL cornell box



(click to enlarge)

THIS IS A PHOTOGRAPH!



Spherical Parametrization and Remeshing (reference)



Original mesh


Spherical parameterization
(unconstrained spherical parameterization)


Geometry image (click to download, floating point TIFF)


Reconstructed mesh



PLY to MQO converter


ply2mqo2.zip


Some PLY files can be found at the Large Geometric Models Archive.
MQO is the original format of the Metasequoia.



Old Projects


anti-aliased line rasterization
anti-aliased triangle rasterization
Ascii-art shader
particle system
real-time cloth simulation
software rasterization: cube-mapping
software rasterization: depth of field effect
boids
texture generation using fractional brownian motion
fire using 2D cellular automaton
firewroks simulation
software rasterization: per-pixel glare filter
real-time dynamic fur
real-time elastic body simulation
landscape transformation
the game of life
real-time blobs
multi-sampling motion blur
particle based fluid simulation
photon mapping
hemicube radiosity on graphics hardware
real-time chromatic aberration
real-time ray-tracing using adaptive sampling
smoke based on NS equations
smoke using 2D cellular automaton
2D NS equations solver
heat haze by physically based convection
2D water by wave equations



Parthenon Render (global illumination using GPUs) website



within a minute @ Radeon 9700 Pro and Pentium 4 2.8GHz
approx. 600 samples per pixel



Fast Final Gathering Using Depth Peeling



All pixels are final gathered on a GPU.
No more complex interpolation!



Irradiance Caching



yellow points indicate irradiance caches


resulting image


another image



Path Tracing






Real-time Subsurface Scattering with Inclusions



Hmm.. yohkan...


Wavelet transfromation (Haar)



original image



wavelet transformation

All calculations are done with 8-bit integers, and the transformation is completely lossless.



Two Phase Fluid Flow (reference)








The resolution is 256^2.
based on CCUP method.

Dynamics of water and air are solved simultaneously.


Free Surface Flow



The resolution is 64^3.
Fluid is injected from a cube shaped source at the center.



Meshless Deformation Based on Shape Matching (reference)



(click to download)
Click the window to reset the simulation.


UV Unwrapping for Light Maps



unwrapped and packed triangles
(note its almost optimal space usage)


resulting textured model



"Target Driven Smoke Animation"



"Physically Based Modeling and Animation of Fire"



Perfect Spatial Hashing



Seam Carving

demo
Press zxcv.



GPU Ray Tracing


download
Using Shader Model 3.0 only.



Monte Carlo Reversi (game tree traversal using MC)


download



smallppm


code
79x128lines, fully working, progressive photon mapping implementation.



GPU Stochastic Progressive Photon Mapping


download (with code)
Stochastic progressive photon mapping with full spectral rendering entirely written in GLSL.



Particle Multi-Physics Solver

download

Rigid body (with fracture)


String


Weakly compressible fluid


Elastoplastic body


Viscoelastic fluid


Everything is solved in the same particle simulator (arbitrary mixture is possible).



something




to appear...