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C++

Implemented effecient light and shadow renderer by building algorithms.

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Materials:

Mirror - perfect specular reflection (red shoe holder / table top)

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Refract - Snell's Law, BSDF attenuation using physical based rendering (shoe on the left)

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Glass - Schlick's approximation. Reflect + refract. (shoe on the right, blue shoe holder / table top)

Lighting:

Direct lighting - reduce variance by sampling light source directly. single-sample multiple importance sampling

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Lambertian BSDF and indirect lighting - simulate the complicated paths that light can take throughout the scene, bouncing off many surfaces before eventually reaching the camera (small shoe on the right)

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​Environment lighting - uniformly sampling, then importance sampling the environment map (CDF and PDF) with Jacobian (room background)

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