Computer graphics

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Background

My interest in 3D grew somewhere in 1998. I bought the book "3D computer graphics, 2nd ed." by Alan Watt, but back then the text was way beyond my understanding. Somewhere in upper secondary school I made it to derive formulas for the axis-aligned 3D rotations. After this the matrices in the book started to make sense: they contained the basis vectors of a coordinate system! After that observation the whole book started to open little by little. I implemented a real-time software renderer and added functionality to it as I learned new things. During the two next years I noticed that I wanted to produce neater images than what I could do with real-time techniques. So in 2002 I implemented the progressive radiosity algorithm which used my real-time renderer for computation. While it produced impressive pictures, I also wanted the raytracing effects shown in the images of the book. By now, it was clear to me that I wanted to concentrate on photorealistic rendering. That began my quest to implement an able renderer together with an able modeler. My "home" newsgroup has been comp.graphics.algorithms since 2003.

Projects

Pastel engine

This is a library aimed at photorealistic computer graphics.

Radiosity solver

This is a program using a software renderer to solve and view a progressive radiosity solution.

Draw

This is a drawing program, written for DOS.

Texts

The Fourier transform of a gaussian function (PDF, 117kB)

Probability distribution from an image

Images

Pastel engine

Unique circles

Luma vs Lightness

Grid resampling

Image resampling

Poisson disk patterns

Links

Ray tracing news

comp.graphics.algorithms FAQ

Mental images' mental ray renderer

Pixar's photorealistic renderman renderer

Geometric tools