“Mitsuba 2: A Retargetable Forward and Inverse Renderer” is a #differentiable #3D ray tracer with a #GPGPU backend used for, among other things, #rendering #caustics and #optimization for analysis-by-synthesis computer vision
on 02021-02-09“DEODR (for Discontinuity-Edge-Overdraw based Differentiable Renderer) is a #differentiable #3D mesh renderer written in C with Python and Matlab bindings.” for “efficient analysis-by-synthesis computer vision” from 02008! #graphics #optimization #software #rendering
on 02021-02-09#software of #SDFDiff #differentiable #signed-distance-fields #3D #optimization #graphics #rendering. Proprietary by default tho
on 02021-02-09#video of "SDFDiff" #Differentiable #Rendering of #Signed-Distance-Fields for #3D Shape #Optimization (CVPR2020 Oral), using a multiresolution strategy. #graphics
on 02021-02-09#Video of the #DIST #differentiable #graphics #rendering software #3D scanning a couple of chairs with #optimization
on 02021-02-09#3D reconstruction with #differentiable #optimization using sphere tracing of a #signed-distance-field with the "DIST" #graphics #rendering software
on 02021-02-09recommendations for #graphics #rendering books
on 02018-10-13photorealistic pathtracing #rendering in #Shadertoy #WebGL fragment #shaders using a texture buffer for progressive improvement (?) #graphics
on 02018-10-13dissections of #Shadertoy #WebGL fragment #shaders, including a photorealistic cloud simulation in 10 lines of code and real-time raytracing #rendering #graphics
on 02018-10-13#rendering to textures in #WebGL #shaders #graphics
on 02018-10-13#rendering to texture buffers in #WebGL #shaders in order to get state #graphics
on 02018-10-13#raymarching #3D #rendering accelerated using "conemarching"
on 02018-10-05#fractals #algorithms #3D #rendering
on 02018-10-05#rendering real-time #caustics in #WebGL, with a link to a demo. #graphics
on 02018-08-30a global illumination method, including #caustics, using “photon maps” #rendering #graphics
on 02018-08-30#Ray-tracing with global illumination “using unbiased Monte Carlo path tracing” in 99 lines of C++. #smallisbeautiful #rendering #graphics
on 02017-08-06Ken Perlin presents a live-editable explanation of #ray-tracing, using #WebGL GLSL. #explorable-explanations #graphics #rendering
on 02017-05-19"Rhodium liquid carbon", a truly amazing little #graphics demo in #WebGL, or really in GLSL, doing real-time volumetric #ray-tracing of a particle system with depth of field, refraction, and glow all in a couple hundred lines of code. By demoscene artist Virgill. #smallisbeautiful #rendering
on 02016-10-23#pdf #paper describing the Reyes #graphics #rendering architecture, from 1987, by Cook, Carpenter, and Catmull.
on 02016-05-24genetic programming of #3D structures in Clojure, covering a lot of interesting things about #3D #rendering, including digital morphogenesis via signed distance functions and whatnot.
on 02016-01-06“LuxRender is a physically based and unbiased #3D #rendering engine.” Licensed under GPL. Unbelievably perfect visual quality, fully spectral, supporting dispersive refraction, volume rendering (thus subsurface scattering) and whatnot.
on 02016-01-06Creating and Rendering "Convolution Surfaces", McCormack and Sherstyuk 1997. #3D #rendering #math #paper.
on 02015-09-01A #DSP framework for light reflection for #3D reconstruction (“inverse #rendering”) and #BRDF (bidirectional reflectance distribution function) estimation using #spherical-harmonics. Aka #photometric-stereo. #toread
on 02015-08-10