April 12, 2017 - 3:51 pm by Joss Whittle
GPGPU Graphics Keras Machine Learning PhD Python
An experiment in augmenting a GAN architecture to use class-labels to guide image synthesis. The generator network takes as input a vector of 1 x 10 random values to use a seed for image synthesis, and a 1 x 10 one-hot vector for the class-label representing the desired digit. In the above image the generated […]

April 3, 2017 - 11:11 am by Joss Whittle
Keras Machine Learning Python
Implemented in Keras from A Neural Algorithm of Artistic Style, Gatys et. al. 2015

May 2, 2016 - 11:10 am by Joss Whittle
C/C++ Graphics PhD
Tags
Bi-Directional Path Tracing, Depth of Field, Global Illumination, Monte Carlo Integration, Path Tracing

May 5, 2015 - 2:26 am by Joss Whittle
C/C++ Graphics PhD
Tags
Bi-Directional Path Tracing, Depth of Field, Global Illumination, Path Tracing

April 26, 2015 - 5:41 pm by Joss Whittle
C/C++ Graphics PhD
While working on my submission to this years SURF Research as Art Competition I realized that if I was to have any hope of rendering the final image at high resolution in a reasonable amount of time I would need more power. To do this I applied node parallelism in the form of a computer […]

Tags
Bi-Directional Path Tracing, Concurrency, Depth of Field, Global Illumination, Maya, Path Tracing

March 8, 2015 - 8:35 pm by Joss Whittle
C/C++ Graphics PhD
After succumbing to a bit of a slump in research productivity over the last week or two it feels great to be making progress again. Finally I have a fully functional implementation of Bidirectional path tracing with some basic multiple importance sampling for the path weights. To celebrate having this new renderer in the code […]

Tags
Bi-Directional Path Tracing, Depth of Field, Global Illumination, Monte Carlo Integration, Path Tracing

February 12, 2015 - 9:09 pm by Joss Whittle
C/C++ Graphics PhD
Just a quick render after implementing an Anisotropic Metal material in my renderer. The test scene was inspired by one I saw on Kevin Beason’s worklog blog.

Tags
Bi-Directional Path Tracing, Depth of Field, Global Illumination, Monte Carlo Integration, Path Tracing

December 22, 2014 - 10:49 am by Joss Whittle
C/C++ Graphics Maths for Comp Sci Matlab PhD University
Yesterday I stumbled upon a lesser known and far superior method for mapping points from a square to a disk. The common approach which is presented to you after a quick google for Draw Random Samples on a Disk is the clean and simple mapping from Cartesian to Polar coordinates; i.e. Given a disk centered […]

Tags
Depth of Field, Path Tracing

October 31, 2014 - 11:48 pm by Joss Whittle
C/C++ Graphics PhD University
Tags
Bi-Directional Path Tracing, Global Illumination, Monte Carlo Integration, Path Tracing, Ray Tracing

June 30, 2014 - 8:35 pm by Joss Whittle
C/C++ Graphics Matlab PhD
In monte carlo rendering we need random numbers. Like… a lot of random numbers. In fact if you count every call to the random functions in a single render it can easily surpass a several million numbers. Not only do we need lots of numbers, but we tend to need ones which have certain desirable […]

Tags
Poisson, Sampling, Uniform