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Matthias Treydte edited this page Jun 29, 2014
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Because I'm way too lazy to figure out how to add images to this Wiki, the gallery is currently hosted at Google: https://plus.google.com/photos/107968783614195434185/albums/5660724573840020945
- rendering algorithms
- direct lighting
- path tracing
- bidirectional path tracing (no multiple importance sampling)
- stochastic progressive photon mapping
- metropolis light transport (with sample space mutations), can use
- path tracing and
- bidirectional path tracing for integration
- primitives
- triangle meshes
- fractals
- the Mandelbulb
- quaternion based Julia set
- heightmaps
- geometric primitives, which are all usable as light sources
- boxes
- cylinders
- disks
- quads
- spheres
- light sources
- infinite area lights with
- support for reading HDR environment maps and
- Perez' physically based sun / sky model
- directional light sources (commonly used to simulate the sun)
- point lights
- area lights (light emitting geometric primitives)
- infinite area lights with
- reflection models
- diffuse
- specular (reflection and transmission, including Fresnel incidence effects)
- microfacet based
- Blinn / Phong
- anisotropic
- spectral rendering (but no dispersion / diffraction / polarization)
- image reconstruction filters
- box
- triangle
- Mitchell
- windowed Sinc and
- Gaussian
- cameras
- pinhole and
- thin lens