HW #6
Hello everybody.
In this phase, we have implemented following BRDFs for our ray tracer:
- Phong
- Modified Phong
- Normalized Modified Phong
- Blinn-Phong
- Modified Blinn-Phong
- Normalized Modified Blinn-Phong
- Torrance-Sparrow
Images generated using each BRDF can be seen below. There are no BRDF-related issues but, as you might have already noticed, killeroo scenes are slightly erroneous. Especially, the problem with my tonemapping procedure from the last week is quite obvious in closeups. However, I am not sure what is wrong with the procedure. It is possible to make results better by changing burnout percantage (i.e. 2nd parameter of TMOOptions) but that does not solve the problem. I will update this post if I can solve that issue.
Here are the results:
Thanks for reading.
UPDATE: I solved the tonemapping problem. Here are the new results:
killeroo_torrancesparrow (800x800, 16spp)
There is one more issue and it is associated with the shading of killeroo. That bug was also apparent in killeroo_glass (HW #3), killeroo_bump_walls (HW #4) and killeroo_diffuse_specular_texture (HW #4) but I could not figure out why that is happening. I guess this bug is what makes the closeups considerably off, since Lwhite^2 term depends on all luminance values.
In this phase, we have implemented following BRDFs for our ray tracer:
- Phong
- Modified Phong
- Normalized Modified Phong
- Blinn-Phong
- Modified Blinn-Phong
- Normalized Modified Blinn-Phong
- Torrance-Sparrow
Images generated using each BRDF can be seen below. There are no BRDF-related issues but, as you might have already noticed, killeroo scenes are slightly erroneous. Especially, the problem with my tonemapping procedure from the last week is quite obvious in closeups. However, I am not sure what is wrong with the procedure. It is possible to make results better by changing burnout percantage (i.e. 2nd parameter of TMOOptions) but that does not solve the problem. I will update this post if I can solve that issue.
Here are the results:
brdf_blinnphong_modified (800x800, 1spp)
0.361864s
brdf_blinnphong_modified_normalized (800x800, 1spp)
brdf_blinnphong_modified_normalized (800x800, 1spp)
0.347643s
brdf_blinnphong_original (800x800, 1spp)
brdf_blinnphong_original (800x800, 1spp)
0.358415s
brdf_phong_modified (800x800, 1spp)
brdf_phong_modified (800x800, 1spp)
0.339133s
brdf_phong_modified_normalized (800x800, 1spp)
brdf_phong_modified_normalized (800x800, 1spp)
0.346736s
brdf_phong_original (800x800, 1spp)
brdf_phong_original (800x800, 1spp)
0.355211s
brdf_torrancesparrow (800x800, 1spp)
brdf_torrancesparrow (800x800, 1spp)
0.344876s
killeroo_blinnphong (800x800, 16spp)
killeroo_blinnphong (800x800, 16spp)
108.610313s
EXR
EXR
Thanks for reading.
UPDATE: I solved the tonemapping problem. Here are the new results:
killeroo_blinnphong (800x800, 16spp)
killeroo_blinnphong_closeup (800x800, 16spp)
killeroo_torrancesparrow (800x800, 16spp)
There is one more issue and it is associated with the shading of killeroo. That bug was also apparent in killeroo_glass (HW #3), killeroo_bump_walls (HW #4) and killeroo_diffuse_specular_texture (HW #4) but I could not figure out why that is happening. I guess this bug is what makes the closeups considerably off, since Lwhite^2 term depends on all luminance values.















Excellent!
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