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BS00554A.gif (2792 bytes)I came to Trinity College this year to work on my final year project. The title is "Advanced Ray Tracing Techniques for Realistic Image Synthesis" and, although the project demonstration has already taken place and the report has been submited, it's a project that hopefully will never end. I say "hopefully" since it's a very interesting project, whose name should be "Once you pop, you can't stop".

For those who know nothing about ray tracing or realistic image synthesis, the aim of this project is to generate realistic images, as they would appear to our eyes or to a camera, from a description of a scene (i.e., a description of the objects (positions, geometries and materials), the lights and the camera) that does not need to exist in the real world.

I can't explain all the project here, so I will just put some of the images that have been generated. I hope you like them!. All the images have a full-size version, that you can see clicking on them

domino.gif (60563 bytes)

simple.gif (60525 bytes)

Ray traced images: some of the first images generated by the program. Note that CSG (constructive solid geometry) is used for constructing objects. The images are hyperrealistic: the reflections and the shadows are too perfect to be real.

glass.gif (75662 bytes)

die.gif (73047 bytes)

csg.jpg (171370 bytes)

CSG: We can construct complexs objects defining them as the union, intersection or difference of simpler objects.

textures.jpg (285098 bytes)

Textures: We can use textures for modelling low-level detail withouth low-level description. Here we have marble, checkboard and image textures.

ballfront.jpg (60499 bytes)

ballup.jpg (75414 bytes)

Describing movement: the objects in the scenes can move; when photographied a blurry trail should appear (motion blur). We allow to describe complex object movements using and concatenating time transformations.

glossy.jpg (143381 bytes)

Glossy reflection and transmission: real-world objects usually don't reflect or transmit light perfectly. Glossy reflections and translucency (glossy transmission) can be reproduced by the program.

luxo.jpg (90175 bytes)

CSG Luxo (Soft shadows): an example of complexs objects built using CSG. Soft shadows (instead of hard-edged shadows, typical of ray tracing) increase dramatically the realism of the images.

row.gif (98252 bytes)

Depth of field: real camera (and our eyes) have a finite aperture and depth-of-field; objects too near or too far from the focal plane appear out of focus. A thin lens camera model can reproduce this efect. In this image the camera is focused on the 2:6 domino.

wheel100.gif (44027 bytes)

Motion Blur for animations: the use of motion blur can be very useful to obtain smooth animations of objects moving very fast. Click to see an animation.

caustics_rt.jpg (105516 bytes)

caustics_pt.jpg (123561 bytes)

Caustics: light coming from light sources on points that can not directly "see" the light source is usually ignored in ray tracing. But then the phenomenon of caustics is not reproduced.

bleeding_rt.jpg (26956 bytes)

bleeding_pt.jpg (83822 bytes)

Interdiffuse reflections and colour bleeding: light diffusely coming from other objects is also usually forgotten in ray tracing. As a result, closed enviroments appear too dark, and colour bleeding phenomena are not reproduced
room_nolamp_pt_quality.jpg (158972 bytes) The Room Scene: the most complex scene rendered by the program, with 100 objects and all kind of materials and textures. Note the colour bleeding of the books and the cupboard, the shiny lamp and table, the motion blur of the ball, the glossy mirror... The image below is a close-up of the table, and uses the Thin Lens camera model, so the picture and the blocks appear out of focus.
room_closeup_pt_quality.jpg (160966 bytes)
 

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