Monday, May 19, 2014

Final: Texturing and Modeling with Displacement Maps, Hypertextures, and Noise

Rippling Water in Bowl:

- import .ply Blender bowl with Spherical image texture mapping
- water height map
- discrete wave equation with circular boundary conditions



You Tube Video Quality:

Rippling Water with Caustics:

-addition of photon mapping for refraction caustics


You Tube Video Quality:



Worley Water with Caustics:

- photon mapping of refraction caustics through Worley normals on water surface


You Tube Video Quality:
average 45 sec per frame


Fire Ball Hypertexture:


You Tube Video Quality:


Basic 1 octave Turbulence function:



FireBall with inner Turbulence color:



Falling Fire Ball Hypertextures:

- soft and hard regions of hypertexture animated at different rates through respective 3D noise space


You Tube Video Quality:



Animated Fire Ball Hypertextures:

- Sky:  fractal                                      ( -30, 0, -30 ) to( 30, 30, 30 )
- Water: 800 x 800  -                      (-20, -1, -20) to (20, 1, 20)


You Tube Video Quality:



Wave Boundary Conditions with Multi-fractal mountains:

- Sky:  fractal                                       (-150, -20, -100) to ( 150, 15, 15 )
- Water: 1600 x 1600  -                      (-20, 1.4, -20) to (20, 2.9, 20)
- Multi-Fractal Mountains: 1600 x 1600 -                 (-20, 0, -20) to (20, 6, 20)
    8 octaves
    gradient multi fbm (hit.x*0.01,    0    ,hit.z*0.01)
-  Light:                                              moving  ( 5, 10, 20) to ( 5, 10, -20)\


You Tube Video Quality:

Rising Fog and Multi-fractal mountains:

- Sky:  fractal                                       (-150, -20, -100) to ( 150, 15, 15 )
- Worley Water Plane:                            (-20, 2, -20) to (20, 5, 20)
- Mountains: 1600 x 1600 -                 (-20, 0, -20) to (20, 6, 20)
    8 octaves            gradient multi fbm (i*0.01,    0    ,j*0.01);
- Light:                                                moving  ( 5, 10, 20) to ( 5, 10, -29.2)


You Tube Video Quality:
3 minutes last frame

Fog Hypertexture in arbitrary shape:


Grass and Dandelion Hypertextures with Bunnies and Worley/Turbulence Hypertexture Sun:
- .ply import
- instancing of Kd -trees for the bunnies
- various hypertextures
- Worley normals on water surface
- Worley noise fed into a turbulence function for sun inner region


You Tube Video Quality:

10 minutes per frame

Monday, May 5, 2014

Assignment 7 - Tone Reproduction

Tone Reproduction

Ward: 1 nit source to a 400 nit display


Ward:  1000 nit source to a 400 nit display


Ward:  10000 nit source to a 400 nit display


Reinhard: 1 nit - grey at 18%


Reinhard: 1000 nit - grey at 18%


Reinhard: 10000 nit  - grey at 18%


Reinhard: 10000 nit - grey at 30%


Reinhard: 10000 nit - at 100% luminance


Reinhard: 10000 nit - luminance set by pixel (700, 550) of resolution (800, 600)
                                 normalized luminance at pixel was (0.887158, 0, 0);