Enmantled details

2010-05-15 at 11:06 | Posted in Computer path | Leave a comment
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A new picture called ‘Enmantled’. Is formed using hiperdimensional versions of the Alberto’s Maze formula. The high resolution printed version os this new picture can be grasped better through these zooms. The complete picture is here and at the art tab of this blog.

Sweet gypsum flavour in detail

2010-05-09 at 17:23 | Posted in Computer path | Leave a comment
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Some zoomed details of the ‘Sweet gypsum flavour’ picture. The printable version has still more resolution. A classic backtracking algorithm with some custom tweaks was used to build the maze. Thanks to Maria for the image cooking.

Intimacity: the picture

2010-05-02 at 10:11 | Posted in Computer path | Leave a comment
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The definitive version of the Intimacity synthetic image is finalized. The printable one has 27 megapixel making for a very good definition on larger impressions (deviantart). My wife Maria has cooked some close ups to show several interesting details all over the city. I’ve spent hours looking around small areas of the landscape, the lighting varies subtlety allowing the pieces to have different appearances due to heterogeneous surrounding distributions. This scene has a complex global illumination equilibrium.

Blueberry hipersnowflake details

2010-05-01 at 13:16 | Posted in Computer path | Leave a comment
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A few zoomed details from the ‘blueberry hipersnowflake’ could be useful to assert the quality of the full resolution render. See it at deviantart. Thanks to my wife Maria for those images:

Intimacity lab tests

2010-04-22 at 16:39 | Posted in Computer path | Leave a comment
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I keep experimenting with Intimacity set. So many possibilities and so much fun. These are just a few samples. Also a coil of mirror spheres I found to be nice. It’s a big help to be able to walk in real time trough all this scenarios using the Raydiant engine then just take ‘photographs’ of the views you like. Furthermore, even I’m the one who built these scenario, it’s procedural so the exploration really satisfies my curiosity. The render speed of the Raydiant engine greatly facilitates the process.

Intimacity inner workings

2010-04-18 at 12:03 | Posted in Computer path | 2 Comments
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I’m currently working on a new procedural render called Intimacity (accent should be put on the ‘a’ letter). It is a maze-city-like structure generated using the procedural API of the Raydiant engine. These are test renders of the city that shows a hint of what the basic idea is. I find these geometric-non-periodic-but-simetric arrangement very soothing and comforting. It is based on Alberto’s Maze function (see this post if you wish).

Improved reeditions with Raydiant

2010-04-13 at 17:08 | Posted in Computer path | 5 Comments
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As part of the initial work phase for Raydiant some scenes from the Raydiosity engine have been rerendered at very high resolution (30 to 64 megapixel) so they can be printed at large sizes (http://albertoven.deviantart.com/gallery/). Here is a preview (these are scaled down versions, still far better quality than achieved with the old Raydiosity engine):

Real time Raydiant

2010-02-15 at 18:08 | Posted in Computer path | Leave a comment
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Ok, now that Raydiant is working I’m using it to render some images developed with the previous Raydiosity engine. But this time in high resolution. So they can be printed in large formats. The results are being posted at albertoven.deviantart.com. In the process the realtime interactive no precalc full global illumination capabilities are fun to use. Of course the quality and resolution of the render is reduced consequently, but even so the feeling of those walks is something enjoyable. Here are various examples of real time walks, some with global illumination, other in raytraced preview mode (in very decent resolution and frame rate) and some details from the new 25 megapixel ‘fold the bar three leaf clover’.

Monolith Coil revamped

2010-01-23 at 17:35 | Posted in Computer path | Leave a comment
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At last I’m reaching the point where Raydiant engine is fully usable. First thing I’ve done is a new very similar revamped version of my ‘monolith coil’ picture, but this time at 8000×6000 resolution (that would be 48 megapixel) so is printable with high quality at big sizes. It is already uploaded at albertoven.deviantart.com/art/monolith-coil-150027873. With the Raydiant engine it has been a nice 39 hours render. Main differences with the old original version is It has some subtle wall texture, better postprocessing (Raydiant includes this treatment) and far faster rendering time.

Raydiant: chasing the rainbow

2009-12-14 at 19:42 | Posted in Computer path | 2 Comments
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This is the first sample render of Raydiant using spectral sensitive materials. In this case some crystal triangular monoliths are responsible for the rainbowish thingy. I’ve developed a spectral pathtracing method, no photons are traced from light sources (no photon mapping), so light sources can be arbitrarily numerous and heterogeneous and render goes just even faster. Total internal reflection is also modeled, hence the secondary rainbows apparently going against the unique light source. I’ve spent long time staring at every different light effect on each zone of this particular render, I like them. So from now on Raydiant is a spectral pathtracer. The monoliths are made of glass with refraction index 1.4 to 1.6 for all the range of visible light. I’m working on speeding it up by a factor of 20 times and it’s looking good. The second image with square monoliths is another test posted for aesthetic reasons.

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