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Thanks for visiting! This site is a brief portfolio of my work into global illumination and realistic image synthesis. The following is a case study of a simple scene with a short description of each step of the design process. This example is designed to demonstrate various types of complex light transport including caustic and sub-surface scattering. Specifically, a novel photon mapping approach developed as part of my research is used to achieve high quality global illumination.
Modeling in 3ds Max The original concept of the scene was to highlight a contrast between the elegant, minimalist geometry of a glass sphere and the complex, organic surface of a leaf. A texture map was created by scanning in a real leaf and applying colour correction and post processing in Photoshop. Red highlights were then selectively added to create a more visually pleasing, analogous colour palette. A garment mesh was used for the leaf surface, perturbed using a fractal noise function and curved inward to suggest fragility and decay.
Designing the Materials After creating the basic geometry in Max the materials were specified using Igneus' XML-based scene definition language. The glass sphere was rendered using a shader which ray traces dielectrics; in this case, glass. Igneus is also capable of handling more complex effects such as dispersion which accurately simulates materials such as diamond. However, we found that a basic model of refraction produced the best result with less visual distraction.
Adding Global Illumination The next step was to introduce global illumination to add depth and realism to the scene. I used a specially designed two-pass photon mapping technique to achieve these effects.
The Finished Image By compositing the previous two passes together, we obtained the final, finished render. Notice how the translucent leaf transmits light that has been scattered into the surface, reflected off the background plane, then bounced out again. A Reinhard tone mapping operator was applied to even out the luminosity across the image, creating a more natural, even feel to the illumination.
Alternative Versions This second scene was created after the orginal's submission and uses a more decayed version of the texture together with a broken and eroded glass sphere. The surface of the glass has been roughened causing the caustic to appear blurred and diffused. Subtle depth of field blur has also been applied to give a macro lens-like effect. Some post-processing in Photoshop helped to bring out the vivid oranges and yellows around the veins in the leaf that were lost by the Reinhard tone mapping.
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