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Showing posts from January, 2025

Subsurface scattering

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Hello everyone, and welcome to the final blog post of my advanced ray tracing course journey! In this project, I worked on implementing the subsurface scattering (SSS) algorithm described in Jensen’s 2001 paper titled “A Practical Model for Subsurface Light Transport.” [1] I must say that this has been one of the most challenging papers I have encountered so far, as it contains extensive mathematical theories on how to render translucent materials. Dragon Scene rendered with Subsurface Scattering (SSS) Introduction Jensen's paper introduces a method for approximating subsurface scattering using a bidirectional surface scattering distribution function ( BSSRDF ). [1] Subsurface scattering is essential for rendering translucent materials realistically because many materials, like skin, are somewhat translucent in real life. Without this effect, objects may appear completely opaque and unnatural. Subsurface scattering models how light enters a surface, scatters inside the material (o...

Closing the Ray Tracing Journey: BRDFs, Object Lights, and Path Tracing

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Hello everyone and welcome to the sixth and final blog of my ray tracing journey! In this assignment, I have implemented BRDFs, Object Light and Path Tracing features in Raven. While I titled this blogpost with “Closing the Ray Tracing Journey”, it actually marks the beginning of my exploration into Path Tracing world. I look forward to dedicating my time to learning more about this exciting world. Sponza Scene with 100 samples rendered in 24 min 1. BRDFs BRDFs (Bidirectional Reflectance Distribution Functions) determine how much light is reflected from a surface based on the angles of incoming and outgoing light. They are essential for calculating diffuse and specular shading at a specific point on the surface. Until now, we have only used the Blinn-Phong shading model. With this assignment, the following types of BRDFs will be supported: Phong Modified Phong Normalized Modified Phong Blinn-Phong   Modified Blinn-Phong Normalized Modified Blinn-Phong   Torrance-S...