Project #2: Realistic Camera Model

  • Method

    Connect this two points as the ray direction. Recursive update the ray direction (by Hecbert's method) and origin until the ray go through all lens. (If the ray go outside the lens or hit the direction that is bigger then the aperture, then return zero.) In the end, transform the ray to the world space.

  • Pixels' Weight

    Return the weight of the sample point as the paper "A Realistic Camera Model for Computer Graphics" presented. The following is the equation. Z is the distance between the image plane and the len that is nearest to the image plane, and A is the area of the disk.

  • Result
     
    4 samples per pixel
    512 samples per pixel
    dgauss
    fisheye
    telephoto
    wide
  • More result is in here.