Adding grain to simulated images makes them look more exciting. While its relativly easy to add some noise, here we use the principles developed by imaging scientists to produce grain which is theoretically "correct". While the results are usefull, they also illustrate the limitations of current photographic theories of grain.
This work is published in Eurographics UK 2007
![]() | It took forever to make it to press, but we finally ironed out all the bugs, and the new edition looks great! The content is basically the same, but everything has been rewriten/edited to improve clarity, and the images reworked so that they're FAR clearer than the first edition. You can buy it from Amazon. |
An extended version of the SIGGRAPH sketch is published in the January 2007 edition of the Journal of Graphic Tools. It includes an improved sample distribution function which allows the efficiency to be set from 50 to 100 percent
![]() | Presented as a sketch at SIGGRAPH 2005. Motion blur in rendering systems is typically based upon a perfect shutter. Lower shutter efficiency, as exhibited by real leaf shutters, can produce better images, both in theory and practice. This can be implemented trivially, and without performance cost in virtually any renderer. |
![]() | To be presented as a poster at SIGGRAPH 2005. Virtually every publication on rendering refers to a "theoretical pinhole camera". However these bare little or no relation to a real pinhole camera. Here we consider the pinhole camera in a little more depth, and discover some interesting results... |
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This book on rendering considers REAL rendering systems, integrating complex geometry, procedural shading, and global illumination. It is edited by Ian Stephenson, but each chapter has been written by a software developer currently working on commercial rendering software. It includes contributions from Mark Elendt(Side FX), Rick LaMont(DotC), Scott Iversion(SiTeX Graphics), Paul Gregory(Aqsis), Jacopo Pantalioni(LightFlow), and Matthew Bentham (ART).
You can order (or just get more info) from the Springer web site. It's also available through amazon, and all good bookshops. |
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Essential RenderMan Fast is an introduction to RenderMan I wrote for the Springer Essential series. It covers RIB, the C APi and shading, in a nice and friendly fashion. More info and code for all of the examples is available.
You can buy it directly from the publisher. It's also available from Amazon. |
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I few years ago I was invited to contribute a chapter on rendering to this collection of essays. I chose to take a practical approach and wrote about the problems I'd encountered writing Angel. The resulting chapter basically provides a roadmap for anyone planning to write a basic renderer, with emphasis on the shading engine.
It took over two years for the book to reach print, but its now its available from Amazon, or directly from Springer. |
For completness you can also download a copy of my DPhil thesis (pdf).