Project 7: textures

Using u/v coordinates to get material values from textures. The render time was 4.4 minutes on a dual 8-core with 16 bounces and 64 samples per pixel. The second image has a full environment map.

Textures
Environment Map

A room scene using a variety of textures. There are many elements in this scene. (1) The floor/walls, (2) teapot, (3) table, (4) sheet of paper, (5) paper stand, (6) magnifying glass with 3 parts - glass, handle, round, (7) planetary model with many sub-pieces including 4 spheres, 2 types of wood, and a variety of gear/chain parts, (8) picture on the wall that has 3 parts - frame, matte, and picture. The image in the picture is something I found on the internet (sorry, I don't know who to credit). I used the Bezier description of the teapot to generate a highly smooth triangle mesh. The image on the sheet of paper is page 2 from the article "Tracing Ray Differentials" by Igehy. Ironically, I am not using ray differentials. 32 samples, 16 bounces. Click to see a 1600x1200 version.

Room

The Stanford dragon. I was able to put a u/v map onto the dragon, and used an image texture as the transparent color. The absorption value, which gives the color, is only calculated at surfaces, so the effect is not "consistent". For consistency we would need to integrate through the volume. In this simple case the color would change depending on the view. 32 samples, 12 bounces. Click to see a 1600x1200 version.

Dragon

A cherry tree (model by Xfrog, many free samples at http://xfrog.com/category/samples.html). Many tree models have 2D stencils for leaves and flowers in order to reduce the mesh size. The stencils are textures that have transparency, so I modified my ray intersection calculations to check for alpha. If the ray hits the part of the texture that is transparent, the hit is ignored. The second image shows what it looks like without the alpha mask on the flowers. 64 samples, 0 bounces. Click to see a 1600x1200 version.

Tree
Tree


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