Archive for October, 2011

Future C++ Books

Posted: October 31, 2011 in News

I was looking to see if there were any new books out based on C++11. I didn’t find any, as its still early (Guess we’ll have to give it a year or two), but I did find these coming out next year. Thought I’d share.

Effective Concurrency in C++ – Herb Sutter – 28 June 2012
Speaking of C++ – Herb Sutter – 28 June 2013

C++ Programming Language – Bjarne Stroustrup – 28 January 2012

C++ Templates – David Vandevoorde & Nocholai Josutti – 28 August 2012

The C++ Standard Library – Nocholai Josutti – 28 April 2012

( Dates retrieved from )

I’m personally looking forward to the new editions of the “The C++ Standard library” and “C++ Programming language”. Going by this though, I wonder just how much code will actually compile in VS when they do come out :) ( assuming they are using C++ 11 )

Photon Tracing 3

Posted: October 31, 2011 in RayTracing

With and without Caustics.


Photon Tracing 2

Posted: October 31, 2011 in RayTracing

Added Area Lights.


Photon Tracing

Posted: October 31, 2011 in RayTracing

Today I added photon tracing. Its only Caustic photons at the moment, but the improvement in speed and visual quality is much better now, and I’ve still yet to thread the 1st pass photon generation stage. As mental ray does, I only trace photons at geometry in the scene that reflect or refract, to save on wasted caustic photons. This is done by querying for all geometry with a specular type material, retrieving their AABBs and then shooting photons from the lights at these boxes. A lot of geometry really doesnt get bounded very well by AABBs, such as the teapot below, so I also added the option to keep shooting photons until the target count is matched, as opposed to just storing the ones that do hit. This takes a little longer, but it means less fiddling with the multipliers to get descent results.

The images below all use point lights.


Selection Rendering

Posted: October 31, 2011 in RayTracing

Having to re-render the whole frame to see changes got annoying a long time ago. Yet I finally added the ability to only render pixels made by a marquee selection

Final Gather 4

Posted: October 31, 2011 in RayTracing

Added sampling of contours with in the scene to get better irradiance data near edges. Also added AO to the final result to crispen some of the edges that tend to bleed out when using FG.

Final Gather 3

Posted: October 31, 2011 in RayTracing

Update to FG. I decided to use the noisy AO results of computing the FG points after all, its not that bad when I also include the view/ray intersection points. The image below shows this update. The scene is from a Digital Tutors tutorial DVD.