Tag: Realistic Rendering

We’ve been working on the Elements project for a few months now and we wanted to share the current status of our work. On the initial workshop, it was decided to focus on tools for creating, modeling and rendering clouds in real-time. The tools should support both quick-and-dirty workflows for backdrops as well as be able to handle flying through clouds for more dynamic shots. The participants of the workshop wanted to be able to model using traditional geometry, so…

We presented our WebGL raytracer at the Visionday 2013 event. Material presented in the talk: Slides (pdf) Demo 1: Motorcycle Demo 2: Cornell box Xmas theme Usage Use the left mouse button and the keys “wasdqe” to control the camera. Use the right mouse button to select objects in the scene. The active object can be translated with the gizmo and the material can be changed in the column on the right hand side. Requirements You should ensure that you…

The shareplay foundation has granted 500.000 DKK to the project “Elements – Environmental visual effects through result-oriented design“. The project will try to tackle some of the challenges faced by the danish creative industry by making them more competetive. The project group consists of Sunday Studio – an Aarhus-based visual effects company – The Alexandra Institutte and the game company Javira. We would like to invite you to participate in our first open workshop with the purpose of qualifying the…

We recently published a pathtracer that runs in JavaScript and WebGL (link). The WebGL pathtracer is inspired by a pathtracer that we previously implemented in C++ with OpenGL shaders written in the OpenGL Shading Language (GLSL) 3.3. However, since WebGL 1.0 uses a simpler version of GLSL, namely the OpenGL ES shading language 1.0, we encountered some language constructs that were not supported. This post describes some of the challenges we encountered in order to implement our pathtracer in WebGL…

We present our newest gpu accelerated raytracer that runs entirely in JavaScript and WebGL. You can try a live demo by clicking the button below, but be sure that you have read the requirements at the bottom of the page before you launch the demo. If your system does not meet the requirements, you can watch a video here. To involve our audience a bit further we launch a Christmas competition. The rules are as follows: Update: We have decided…

Full spectral rendering using stochastic progressive photon mapping