Veach's room scene pimped back

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(L) [2014/04/17] [tby ingenious] [Veach's room scene pimped] Wayback!

Last night I played with my... ray tracer, and decided to give a shot at pimping Veach's famous room scene a bit. Here's the result:

[IMG #1 Room.png]


And here's Veach's original:

[IMG #2 Veach_room.png]
[IMG #1]:Not scraped: /web/20160823005802im_/http://ompf2.com/download/file.php?id=152&sid=de8f6fa29aca8c087e8f860aad1b3da8
[IMG #2]:Not scraped: /web/20160823005802im_/http://ompf2.com/download/file.php?id=153&sid=de8f6fa29aca8c087e8f860aad1b3da8
(L) [2014/04/17] [ost by ingenious] [Veach's room scene pimped] Wayback!

Last night I played with my... ray tracer, and decided to give a shot at pimping Veach's famous room scene a bit. Here's the result:
Room.png
And here's Veach's original:
Veach_room.png
(L) [2014/04/17] [tby spectral] [Veach's room scene pimped] Wayback!

WTF... it is soo clean...
What features does your renderer support (GPU/CPU, BPT+VCM, ...) ? what is the render time ? which hardware ?
Can you share the scene ?
Thx
(L) [2014/04/17] [tby ingenious] [Veach's room scene pimped] Wayback!

The image was rendered on the CPU using an algorithm I've been trying to publish unsuccessfully for some time (I suspect due to some prior work on this topic). I call it Overnight Rendering with Bidirectional Path Tracing [SMILEY ;)] But actually the image looks pretty good already after 1 hour in my renderer which hasn't been scrutinized by a performance profiler this decade [SMILEY :)]
The scene is attached below. It's in 3ds max 2012 format, with V-Ray materials. There are no explicit light sources in the scene, but two disks in the lap shades with emissive materials. I have a custom exporter for my renderer, and I also manually add a homogeneous medium with sigma_a = sigma_s = 0.1.
(L) [2014/04/17] [tby zsolnai] [Veach's room scene pimped] Wayback!

That's what I call pimping things up! [SMILEY :)] It also seems there's some volume caustics visible near the bunny.
(L) [2014/04/17] [tby ingenious] [Veach's room scene pimped] Wayback!

Indeed, the volume caustics are subtle but nice. Here's a visualization of length-4 paths only, where these caustics are more prominent. It'd be also cool to reproduce Veach's image pyramid with the contributions of the individual techniques.

[IMG #1 Room_length4.png]
[IMG #1]:Not scraped: /web/20160823005802im_/http://ompf2.com/download/file.php?id=155&sid=de8f6fa29aca8c087e8f860aad1b3da8
(L) [2014/04/17] [ost by ingenious] [Veach's room scene pimped] Wayback!

Indeed, the volume caustics are subtle but nice. Here's a visualization of length-4 paths only, where these caustics are more prominent. It'd be also cool to reproduce Veach's image pyramid with the contributions of the individual techniques.
Room_length4.png
(L) [2014/04/17] [tby zsolnai] [Veach's room scene pimped] Wayback!

There's actually built-in support for that in Mitsuba. All you need to do is to comment out/change a macro for it. It produces all the images for the pyramid, which can be easily put together with a script to form the actual pyramids (I've done that using an imagemagick script). Maybe it's easier to re-export it there than implementing the whole logic in your own renderer. [SMILEY :)]

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