Gallery

More coming soon.

Lambertian BRDF, Depth of Field

Lambertian material lit by an environment map. Defocus blur is achieved using the thin lens approximation. Ajax model courtesy of Jotero & Pisa environment map courtesy of Paul Debevec.

Sponza atrium scene

Imported using the COLLADA loader, rendered with photon mapping & irradiance caching. The scene is courtesy of Marko Dabrovic.

Irradiance gradients

Indirectly lit sphere rendered using photon mapping. Irradiance caching tremendously accelerates the rendering time, but leads to visible artifacts, which can be reduced by the use of rotational and translational irradiance gradients.

Cornell Box with participating media

Heterogeneous participating media with single and multiple scattering. dataset courtesy of Ronald Fedkiw.

Rough glass BSDF

Demonstrates the rough glass model by Walter et al.. The glass is filled with a slightly absorbing medium. Dragon model courtesy of UTIA. & Pisa environment map courtesy of Paul Debevec.

ubiquaque [lat: everywhere] is a physically based renderer written in portable C++. It implements unbiased as well as biased rendering techniques and contains heavy optimizations targeted towards current processor architectures.