CS 348b Spring 2003 Rendering Competition



These images were created for the rendering competition in CS 348b: Image Synthesis Techniques, taught by Matt Pharr in the Spring quarter of 2003. Ian Buck was the TA for the class.

The judges for the competition were:



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Grand Prize
Nighttime Snow on Trees
by Pramod Kumar Sharma and Guillaume Poncin

Pramod and Guillaume rendered a spectarularly realistic image image of a snow-covered Christmas tree at dusk and won a trip to SIGGRAPH 2003 for their efforts. They modeled the snow with meta-balls, used an L-system to model the tree, added a glow effect to make the lights on the trees look better, wrote an improved photon mapping algorithm for global illumination, and implemented a subsurface scattering algorithm to render realistic snow.
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First Prize
Jade Buddha
by Huamin Wang

Huamin implemented a fast subsurface scattering light transport algorithm to render the "Happy Buddha" model.
[more info]

Honorable Mentions (In no particular order)
Image-Based Lighting
by Eric Lee

Eric woke up very early one morning to capture a light probe image of the Stanford quad. He then used the illumination from the light probe to render images of car models under that lighting and then composited the results into a background image of the quad.
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Rendering Realistic Animal Fur
by Michael Turitzin and Jared Jacobs

Michael and Jared implemented Kajiya and Kay's texel-based algorithm for rendering fur and then used it to render a realistic image of a dog standing on a rug.

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Rendering Realistic Night Skies
by Patricia (Sha Sha) Chu and Darren Lewis

Patricia and Darren used a reflection model for rendering the moon and an atmospheric scattering model to simulate the night-time atmosphere to create images of Stanford's Hoover Tower at night. To the delight of the judges from the film production world, they worked around last-minute bugs with clever image compositing.
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Rendering Ice Sculptures
by Rene Patnode and Evan Parker

Rene and Evan rendered images of scenes with objects made out of ice, including one with a rose model inside a block of ice. They used a variety of light transport algorithms to simulate light traveling through ice and implemented a volume scattering model to account for the the effect of air bubbles suspended in ice.
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Other Cool Submissions (In no particular order)
Furry Bunny
by Augusto Roman

Augusto grew hair on the Stanford Bunny model and rendered images of it covered in fur. Up to half a million hairs were necessary to get realistic images.
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Jellyfish
by Brendan Dixon and Walter Shen

Brendan and Walter rendered images of a bioluminescent jellyfish by implementing volume rendering algorithms based on photon mapping.
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Hybrid Haptic Rendering
by Dan Morris and Neel Joshi

Dan and Neel wrote a system that takes 3D information at each pixel from the rendering system and uses it to drive a haptic device, so that the viewer can feel the geometry in the scene. They then wrote an interactive OpenGL renderer that allowed them to render new objects into the scene, using the depth information from the image to correctly compute visibility with the original geometry.
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Parametric Procedural Geometry
by Jared Jackson

Jared developed a shape description language for describing parametric geometry with s-expressions. At rendering-time, his code evaluates the given expressions to generate geometry for the scene.
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Rendering Wax with Translucence
by Jonathan Huang

Jonathan rendered images of wax candles using subsurface scattering to accurately model their translucence.
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Rendering Glare
by Dale Neal

Dale implemented algorithms that simulate the effect of the light scattering in the human eye that causes glare from bright lights.
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In Search of the Perfect Grape
by Philip Beatty and Joong Ho (Johann) Won

Philip and Johann implemented volume scattering algorithms to simulate the effect of translucency in grapes. Not satisfied with procedurally-modeling the veins inside grapes, they used a MRI to accurately model this part of the grape.
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Modeling the Formation of Sand Dunes
by Ruwen Hess

Ruwen implemented a complex physically-based model of sand dune formation to generate realistic heightfield models of sand dunes.
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Tissue Study
by Anthony Sherbondy

Tony rendered images of CT data of the aorta using a subsurface light transport algorithm, in order to investigate realistic rendering of medical datasets for visualization.
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Spectral Wavelength Dependent Rendering
by Stace Peterson

Stace implemented algorithms that simulate thin-film interference and wrote a procedural geometry generation creation program to generate models of bows.
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Volumetric Texturing
by Andreas Edlund and Tim Chao

Andreas and Tim implemented a volumetric texturing technique and rendered images of a teddy bear sitting on a field of grass.
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Alternative Sampling Patterns
by Xiaohu Zhang

Xiaohu implemented two new methods for generating high-quality sampling patterns for image sampling and compared their performance to jittered, low discrepancy, and best candidate techniques.
[more info]




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