Offline Rendering; Shading

Rendering Translucent Materials

The purpose of this project was to render translucent materials using rendering techniques learnt in the Advanced Global Illumination course. We have chosen Jensen's et al.'s paper A rapid hierarchical render ing technique for translucent materials for our implementation. Jense uses an octree to evaluate irradiance points sampled uniformly across the surface of a mesh. We've used Greg Turk's Point Repulsion algorithm to sample points across the surface. Then, using the hierarchical evaluation, we sample the points that store pre-computed irradiance values using irradiance caching methods for the final rendering. The rendering was done in (a slightly modified) PBRT.