This page contains results of projects from various courses I've attended at DTU. Contact me if you're interested in the source code or more renderings :) Also do check out the WebGL stuff available at http://www.student.dtu.dk/~s070808/02561/02561.html.
Profiles: GitHub, Twitter, LinkedIn.
Building on the course 02562 Rendering, this course introduces a wide variety of concepts from the world of physically based rendering. Most concepts were implemented in a path-tracer, while some were also implemented in a photon mapping renderer. I've extracted the nicer renders, but you're welcome to check out the whole report.
The Torrence-Sparrow model using the Blinn microfacet distribution implemented in a path-tracer. Furthermore support for complex indices of refraction were implemented, giving the proper gold color. Also, this was properly importance sampled, so the render time was quite a lot faster than some of the other renders.
We implemented sub-surface scattering and used it to make a marble material.
We also implemented volumetric rendering. The image below should also be marble, despite the clearly visible differences to the image above. This stems from the fact that the above method is "merely" an approximation, while volumetric rendering is more physically correct. The downside is absolutely terrible render times, although much work could be done to improve that.
In this course we implemented a number of real-time effects in C++ and GLSL.
The cow is there because it is the cursor for our voxel world in which this was implemented, that is, it marks where the changes to the terrain will happen.
In this course we implement a variety of ray-tracing techniques using C++.
Unfortunately not the most optimal scene for this, but due to time restrictions we were not able to get it working with arbitrary scenes.