Soft Shadow Mip-Maps
Yang Shen, M.S. Thesis, University of Utah, 2016
[Publisher's Page] [Code]
A real-time soft shadow technique approximating physical soft shadows. It is based on the scheme of Percentage-Closer Soft Shadow (PCSS) with a more accurate blocker-depth estimation, and an efficient computation model utilizing shadow mip-maps. The algorithm achieved a better balance in soft shadow quality and performance compared with PCSS, Variance Soft Shadow Mapping, and Ray-traced soft shadows.
Ray-Tracing Renderer in C++ (2012)
[project page]




I built this renderer for the Ray Tracing class. Major implementations include:
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Blinn shading; shadow, reflection and refraction, refraction objects use Schlick's approximation to compute Fresnel terms
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bounding box for plane triangle and sphere
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building BVH for all triangle mesh
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apply texture objects using procedural checker-board texture or PPM image
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compute texture coordinate derivatives using ray differentials
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adaptive anti-aliasing with multiple samples per pixel and pixel sampling using Halton Sequence;
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depth of field and motion blur
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path tracing
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photon mapping
Interactive Refraction in GLSL (2012)
[project page]




Implemented a two-face image-based refraction method in GLSL. The algorithm is referenced from Chris Wyman's 2005 SIGGRAPH paper entitled "An Approximate Image-Space Approach for Interactive Refraction".