Posts


Rendering the Moana Island Scene Part 2: A production scene from a hobby renderer

October 11, 2018

A post mortem describing the modifications made to my hobby renderer to make it capable of rendering the Disney Moana Island scene on my desktop computer.

Rendering the Moana Island Scene Part 1: Implementing the Disney BSDF

August 10, 2018

A write-up showing a full implementation of the Disney BSDF

Vertex Connection and Merging

May 29, 2018

In combination with the sampling strategies described in my earlier blog posts, the Vertex Connection and Merging technique can be used to achieve significantly faster convergence for scenes with even slightly complicated light transport paths.

Sampling the Solid Angle of Area Light Sources

April 8, 2018

By sampling the solid angle of an area light source we can see much faster convergence than is acheived by sampling the surface area of the light source.

Importance Sampling techniques for GGX with Smith Masking-Shadowing: Part 2

March 7, 2018

In the second part of this series I describe the pitfalls of sampling only the GGX distribution term and then describe a newer technique for sampling the visible distribution of normals.

Importance Sampling techniques for GGX with Smith Masking-Shadowing: Part 1

March 7, 2018

In the first of this two part series I describe traditional approach for sampling the distribution term of the GGX BSDF.