NOTE: There are artifacts in some of these
images, due to the conversion to JPEG format.
NOTE 2: Some images have been replaced with their
antialiased versions (those with source available).
|
This shows Panorama's ability to perform
focal blur (using a thin-lens camera).
You can get the source here. |
|
This shows Panorama's ability to have any
object act as a light source.
You can get the source here. |
|
These are 2 planes. One with a checkerboard
texture and another one showing how bump mapping affects transparency.
You can get the source here. |
|
This is the well known Cornell Box. It is
used mainly for global illumination tests, but, here it is anyway. Walls
are diffuse, so they produce no reflections. You can get the source here. |
|
This is the same Cornell Box, this time with
plastic walls (reflective). You can get the source here. |
|
This is a "projector" light, projecting a
bitmap over the walls. You can get the source here. |
|
This is the same as previous scene, with a
cartoon image filter applied after rendering. You can get the source here. |
|
This is a little demo of atmospheric lights. It was also a test of a texture mapped onto a sphere (with some problems, as you can see). Anyway, one can always learn from these errors... |
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This image shows the fake caustics effect (idea taken from POV-Ray). Notice also the nice effects of light absorption in shadow edges. We are now working on a way to get real caustics effects. |
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This is another test of halo (atmospheric) lights. It's simple, but gives a nice effect. |
This image shows some different materials.
From left to right: lambertian, plastic, crystal, mirror, and noise (Perlin
noise). You can get the source here. |
|
|
This is a kind of "clay monster" created by a adding lot of random metaballs. Metaballs aren't included in the distribution either, but, as you can see, they are close to being finished. |
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This is a similar monster, this time with a crystal material. Notice the shades of shadow, due to absorption of light through this object. |
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This is an example of a noise used to apply a procedural texture to an object. |
This is a simple triangle mesh (generated using 3ds2pov and a little manual work). After rendering, fog image filter has been applied. | |
|
This is a simple test of the new texture function.
It is based on the paper "A cellular texture basis function" by Steven
Worley (Proceedings of Siggraph 1996). You can get the source here. |
|
This is an example of the new atmospheric
simulation. A simple point light with a cone threshold. The sphere casts
a volumetric shadow. You can get the source here. |
Copyright (C) 2003 Kevin Harris
Copyright (C) 1999 Angel Jimenez Jimenez
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