Research in off-line rendering    

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I did extensive work on ray tracing some years ago, and are still interested in its possibilities. I coded a ray tracer which I dubbed Rayman as a tribute to Renderman. Its main features were:

- Scripting language to define textures, geometry, cameras, post-processes
- Networked code to run on a render farm
- Perfect and glossy reflections, transparency and translucency, umbras, penumbras, caustics
- Motion-blur, depth-of-field, camera lens effects
- Volume rendering and dynamics with full occlusion, emissive media
- Directional, omni, spot lights. Lamps can be defined with procedures as well.
- Support for still image and animation

You can see some images from Rayman below:


Left to right:

(1) Analytic depth-of-field, 16 rays per sample.
(2) Dolphin scene with motion blur, shaders for the sky, trajectories, and water.
(3) Translucent glass, with surface bump map shader.
(4) Procedural objects nested, and projecting penumbras over a procedurally textured ground.

   

Left to right:

(1) Volume rendering of a procedurally-generated smoke puff on a teapot. Ground shows a Worley texture, and teapot has procedural bump maps.
(2) Still from a volume rendering/occlusion animation, using sample jittering to smooth out the results.


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