As part of Computer Graphics course at ETH Zürich I had to develop a path tracer (and photon mapping) renderer. For the final project I choosed to implement dipole, better dipole, and photon beam diffusion with single scattering models for subsurface scattering to efficiently render translucent materials. The implementation can cache direct and indirect irradiance. A reparametrization of the BSSRDF parameters allows to use textured materials. For a detailed explanation access the full report.
Dates:Sep 2017 - Dec 2017
Related skills:C/C++, Computer Graphics, Rendering, Path Tracing, Subsurface Scatteringdetails
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