Archive 2024 Porting Takua Renderer to Windows on Arm Jun 07 2023 SIGGRAPH 2023 Conference Paper- Progressive Null-tracking for Volumetric Rendering Aug 13 2022 SIGGRAPH 2022 Talk- "Encanto" - Let's Talk About Bruno's Visions Aug 10 2021 Encanto Nov 29 Rendering on the Apple M1 Max Chip Oct 25 Comparing SIMD on x86-64 and arm64 Sep 07 SIGGRAPH 2021 Talk- Unbiased Emission and Scattering Importance Sampling for Heterogeneous Volumes Aug 09 Porting Takua Renderer to 64-bit ARM- Part 2 Jul 31 Porting Takua Renderer to 64-bit ARM- Part 1 May 29 New Responsive Layout and Blog Plans May 18 Magic Shop RenderMan Art Challenge Apr 12 Raya and the Last Dragon Mar 05 2020 Shipshape RenderMan Art Challenge Jul 31 Shadow Terminator in Takua Feb 09 2019 Woodville RenderMan Art Challenge Nov 30 Frozen 2 Nov 14 SIGGRAPH 2019 Talk- Taming the Shadow Terminator Aug 01 Hyperion Publications Jul 30 Nested Dielectrics May 21 2018 Ralph Breaks the Internet Nov 15 Mipmapping with Bidirectional Techniques Oct 25 Transactions on Graphics Paper- The Design and Evolution of Disney's Hyperion Renderer Aug 17 Disney Animation Data Sets Jul 03 Scandinavian Room Scene Feb 23 2017 Aventador Renders Revisited Dec 03 Olaf's Frozen Adventure Nov 16 SIGGRAPH 2017 Course Notes- Recent Advances in Disney's Hyperion Renderer Aug 04 SIGGRAPH 2017 Paper- Spectral and Decomposition Tracking for Rendering Heterogeneous Volumes Jul 25 Subdivision Surfaces and Displacement Mapping May 14 2016 Moana Nov 17 Physically Based Rendering 3rd Edition Sep 30 Rendering Minecraft in Renderman/RIS Jul 22 Zootopia Feb 12 2015 Attenuated Transmission Jun 18 Complex Room Renders May 30 Note On Images May 23 Hyperion Apr 24 BSDF System Mar 23 Adaptive Sampling Mar 18 Flower Vase Renders Feb 27 Multiple Importance Sampling Feb 13 Bidirectional Pathtracing Integrator Feb 11 Consistent Normal Interpolation Jan 30 2014 Takua Render Revision 5 Dec 28 SIGGRAPH Asia 2014 Paper- A Framework for the Experimental Comparison of Solar and Skydome Illumination Nov 19 PIC/FLIP Simulator Meshing Pipeline Feb 14 New PIC/FLIP Simulator Jan 15 2013 Takua Chair Renders Dec 10 Throwback- Holiday Card 2011 Nov 17 Code and Visuals Version 4.0 Nov 16 Pixar Optix Lighting Preview Demo Jul 27 Giant Mesh Test Apr 29 Importance Sampled Direct Lighting Apr 26 Quick Update on Future Plans Apr 20 Working Towards Importance Sampled Direct Lighting Apr 20 Stratified versus Uniform Sampling Mar 06 First Progress on New Pathtracing Core Mar 04 Short-stack KD-Tree Traversal Mar 01 Stackless KD-Tree Traversal Feb 22 Revision 3 KD-Tree/ObjCore Feb 15 Bounding Boxes for Ellipsoids Feb 08 Revision 3, Old Renders Jan 18 2012 Texture Mapping Dec 18 Blurred Glossy Reflections Dec 07 Thoughts on Stackless KD-Tree Traversal Sep 15 TAKUA/Avohkii Render Sep 10 Jello KD-Tree Sep 09 Volumetric Renderer Revisited Sep 05 More Experiments with Trees Aug 16 Random Point Sampling On Surfaces Jul 14 Thoughts on Ray Bounce Depth Jul 05 More KD-Tree Fun Jun 16 Subsurface Scattering and New Name May 20 More Fun with Jello May 05 Smoke Sim + Volumetric Renderer May 05 April 23rd CIS565 Progress Summary- Speed and Refraction Apr 23 April 14th CIS563 Progress Summary- Meshes and Meshes and Meshes Apr 14 April 5th CIS565 Progress Summary- Interactivity, Alpha Review, Fresnel Reflections, Antialiasing Apr 05 April 1st CIS563 Progress Summary- Framework Improvements and Bounding Volumes Apr 01 April 1st CIS565 Progress Summary- Camera and Pathtracing Apr 01 CIS563/CIS565 Final Project Github Repos! Mar 27 CIS563/CIS565 Final Projects- Multiple Interacting Fluids and GPU Pathtracing Mar 19 Pathtracer with KD-Tree Mar 12 First Pathtraced Image! Mar 11 Smoke Sim- Preconditioning and Huge Grids Mar 07 Smoke Simulation Basics! Mar 03 Jello Sim Maya Integration Feb 25 Multijello Simulation Feb 18 Pathtracer Time Jan 04 2011 Basic Raytracer and Fun with KD-Trees Dec 22 A Volumetric Renderer for Rendering Volumes Oct 14 Building/Installing Alembic for OSX Oct 06 Installing Numpy for Maya 2012 64-bit on OSX 10.7 Sep 05 GH House Project, a.k.a. Why Backups are Important Sep 01 Animation Final Project Stills May 08 Why cd when you can go? May 05 Chairs…. now with Balloons! Apr 29 VRay Tree Mar 28 Mo’ Tree (and Grass) Experimenting Mar 19 Autumn Tree! Mar 17 Demoreel Update! Mar 11 Demoreel and New Site! Feb 21 How 'Bout Them Apples? Feb 19 Watermelon Smash Feb 04 Recent Stuff Jan 27 2010 Raincoat Girl Turntable Dec 15 Character Model Face Dec 12 Cloth Simulation Progress Dec 04 City Street- Playing with Z-Depth and Ambient Occlusion Nov 19 City Street Progress Nov 17 Clock Miniproject Nov 08 Hermit Crab Nov 06 Hermit Crab Ready For Texturing! Oct 31 Hermit Crab Progress Oct 28 Puddle! Redux Oct 23 Puddle! Oct 23 Little Kiddo Oct 18 Give Gifi! Sep 29 Playing with Maya Jul 10 A Sneak Peak... Apr 08 The Foyer Apr 04 George Harrison Portrait Feb 23 Elemental Magic Workshop with Joseph Gilland Jan 27 2009 Experimenting with Time Lapse Dec 21 An Introduction Dec 01