The renderings below were created for the rendering competition in CS348B: Image Synthesis Techniques, taught by Pat Hanrahan in the Spring quarter of 2007. Kayvon Fatahalian was the TA for the class. The competition was held on Monday, June 11th, 2007. See photos of the event here.
The distinguished judges for the competition were:
Per Christensen - PIXAR Animation Studios, Renderman Group
Turner Whitted - Microsoft Research
Meng Yu - Technical Director, PIXAR Animation Studios (and a previous CS348B student and TA).
Physically Realistic Volume Rendering
by James Hegarty and Qiqi Wang
James and Qiqi used an off-the-shelf fluid dynamics package to generate a volume representing a waterfall and accompanying spray into the air. They experimented with single and multiple scattering through the volume, and modeled wavelength-dependent scattering behavior to generate rainbows.
by Laurie Kim and Andrew Yen
Laurie and Andrew rendered these beautiful soap images using Jensen's Hierarchical BSSRDF method. The contours on the face of the soap were creating using displacement maps in Maya and exporting the displaced geometry to pbrt.
Jet Engine Exhaust
by Anders Hagvall and Jawed Karim
Anders and Jawed synthesized the appearance of jet exhaust by using a procedurally generated texture to modulate the index of refraction of the material assigned to a point sprite positioned behind the jet.
Plant in Water Scene
by David Trainor
David implemented volumetric photon mapping to produce this scene containing procedurally-generated volumetric fog enveloping dew-laden leaves of a plant.
Sakura (Cherry Blossom)
by Priscilla Pham and Tom Wang
Priscilla and Tom generated the branches of the cherry blossom tree using an L-system. They added complexity using displacement mapping (to enhance the silhouette) and bump mapping (for the rings in the bark). They procedurally-generated cherry blossoms using Mathematica and rendered them using thin layer subsurface scattering.
Clownfish and Anemone
by Christina Chan and Crystal Fong
Christina and Crystal implemented by fast-hierarchical BSSRDF scattering and multiple-thin-layer scattering to rendering this underwater scene of a clown fish in a field of anemone. The anemone were procedurally generated.
Where There's Smoke...
by Ian Baker
Ian implemented a smoke simulation on a 100x100x100 voxel grid and used pbrt's volume rendering capabilities to produce this animation.
|More Great Projects
Rendering Cloth by Virtual Goniometry
by Stefan Mohler
Stefan modeled the basic stitch of an afghan-like weave and sampled the spatially varying brdf of a cloth constructed using this weave by using pbrt to shoot a large number of rays at the weave geometry. He then used this brdf to efficiently render a large sheet of cloth represented using only macro-geometry (no weave).
by Nicolas Benitez and Michael Graeb
Nico and Michael procedurally generated clouds and modeled the effect of Mie scattering in the atmosphere to generate realistic urban skies. Light scattering within clouds is approximated by single scattering volumetric rendering with an additional emissive term.
A Realistic, Generic Earth/Atmosphere Model
by Dick Brouwer
Given a location on the each and time of day, Dick computed the position of the sun in the sky and rendered this realistic sunrise. A realistic atmosphere model simulating Mie scattering gives the sky it's color.
by Curtus Andrus
Curtis implemented volumetric photon mapping and procedurally computed a density texture to produce this rendering of a slice of watermelon.
by Julien Chaumond
Julien augmented the assignment 3 realistic camera project by adding effects such as total internal reflection and Fresnel reflection off lenses that cause lens flare inside a camera. Mie scattering was used to produce the halo around the sun.