Images

My first attempt creating a human face. I did this by following numerous online tutorials available at the time.

The second incarnation of the face for my female character model. This time I followed a tutorial in the Inside Lightwave [6] book. I named her Velouria after the Pixies song.

The finished 3D realistic human character. (Yes, the hair looks aweful).

Trying to get as photo-realistic as I could get with my models and renderings, while also attempting something somewhat more artistic.

An early image rendered using my first ray tracer, which I wrote in CS 318/319 at UIUC. The first assignment was "Glassware." Various quadric primitives, as well as a torus! Check out the renderBitch page.

The second assignment was texture mapping. For this image I used texture mapped color and specularity, and even some soft shadows! Check out the renderBitch page.

Another image from CS319, this time with procedural texturing! I coded up some Perlin- and Worley-noise based procedurals. Check out the renderBitch page.

The next assignment was global illumination. I took my first stab at photon mapping which can simulate some stunning lighting. Check out the renderBitch page.

Another rendering using my first implementation of photon mapping. Check out the renderBitch page.

From an assignment on Bezier patches. The patches are ray traced directly (no tesselation to triangles first) using Bezier clipping. Check out the renderBitch page.

I continued experimenting with photon mapping after CS 319. Here's a Cornell box scene showing soft shadows and caustics. Check out the renderBitch page.

The Cornell box, this time with diffuse interreflections using photon mapping and irradiance caching for final gather. Check out the renderBitch page.

With my newer/better implementation of photon mapping, I re-created the water Cornell box scene I previously rendered for CS 319. Check out the renderBitch page.

And here it is with diffuse interreflections too! Check out the renderBitch page.

The reflection of light is actually wavelength dependent. This can be simulated with photon mapping to create caustics with dispersion. Check out the renderBitch page.

Notice the color separation along the boundary of the caustic! Check out the renderBitch page.

Here's a test sequence I did to see the shape of a caustic inside a metal ring. Check out the renderBitch page.

Next I experimented with adding volumetric capabilities to my renderer. Check out the renderBitch page.

And then added support for multiple-scattering and caustics using photon mapping. Check out the renderBitch page.

Animations

My submition to the annual UIUC SIGGRAPH student chapter Sounds and Visions animation theater.

A walk-cycle project I did for ArtGD332: "Experimental Visualization Techniques," taught by Prof. Donna Cox from NCSA. My first forays into Maya 4.

My final project for the follow-up class ArtGD333.

This was a very quick texturing and rendering exercise. I used Debevec's St. Peter's light probe for the environment map.

The final assignment in CS 319 was spring-based dynamics. Here's the animation I turned in that demonstrates this within my renderer.