__ ___ ___ ________ _______ .__ __.
| |/ / / \ | / | ____|| \ | |
| ' / / ^ \ `---/ / | |__ | \| |
| < / /_\ \ / / | __| | . ` |
| . \ / _____ \ / /----.| |____ | |\ |
|__|\__\ /__/ \__\ /________||_______||__| \__|
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nano-kazen: Physically Based Renderer
Version Alpha 0.1.0
Copyright (C) 2022 ZhongLingXiao && Joey Chen. All rights reserved.
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Core Feature
- New samplers
- stratified
- correlated
- pmj02-bn
- Geometric shadow terminator : remove the shadow-line artifact cause by geometry
- Fire fly reduction: increase roughness per bounce
- Configurable ray bias for reduce ray intersection computations error
- Light primary visibility : toggle light visibility
See the full kazen-2022-q2 report
Reference
[1] Stochastic Sampling in Computer Graphics ROBERT L. COOK. 1986
[2] Correlated Multi-Jittered Sampling Andrew Kensler. 2013
[3] Andrew Kensler's permute() Andrew Helmer. 2021
[4] Progressive Multi-Jittered Sample Sequences Per Christensen, Andrew Kensler and Charlie Kilpatrick. 2015
[5] Physically Based Rendering v4 Matt Pharr, Wenzel Jakob and Greg Humphreys. 2023
[6] Hacking the Shadow Terminator Johannes Hanika. 2021
[7] Accumulate a roughness bias based on roughness of hitting surface Yuriy O'Donnell. 2019
[8] Ray Tracing Denoisinge Alain Galvan. 2020
Core Feature
- Monte Carlo unbiased path tracing
- multiple importance sample
- Material :kazen initial standard surface ( kiss )
- diffuse :Disney diffuse with Retro-Reflective
- specular :GGX-Smith BRDF with VNDF
- clearcoat :GGX-Smith BRDF with VNDF
- sheen :Disney sheen
- Textures and simple textures ops ( nested blend, ramp color, scale uv )
- OIIO texture system
- Normal mapping
- Camera : Perspective | Thin Lens
- Light : mesh light, basic environment ( Blinn/Newell Latitude Mapping )
See the full kazen-2022-q1 report
Reference
[1] Physically Based Shading at Disney Brent Burley. 2012
[2] Extending the Disney BRDF to a BSDF with Integrated Subsurface Scattering Brent Burley. 2015
[3] Simon Kallweit's project report Simon Kallweit. 2015
[4] Microfacet Models for Refraction through Rough Surfaces Bruce Walter. 2007
[5] Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs Eric Heitz. 2014
[6] Sampling the GGX Distribution of Visible Normals Eric Heitz. 2018
[7] ROBUST MONTE CARLO METHODS FOR LIGHT TRANSPORT SIMULATION Eric Veach. 1997
[8] Physically Based Rendering: from theory to implementation Matt Pharr, Wenzel Jakob and Greg Humphreys. 2016
[9] Mitsuba 2: Physically Based Renderer Wenzel Jakob
[10] Embree 3: High Performance Ray Tracing Intel
[11] OpenImageIO Larry Gritz
[12] Greyscalegorilla: modern surface material collection Greyscalegorilla. 2021