Gallery

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Physically based Animation

Fluid Simulations (with multigrid PCG pressure solver, which prevents my poor laptop from exploding)

Material Point Method, Affine Particle in Cell, FLIP ... (3D versions coming!)

Rigid Body Simulations

Physically based Rendering

Path-traced Images  (early project)

Complex scenes by Wig42, converted by Benedikt Bitterli. Rendered by Taichi.

livingroom
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Stochastic Progressive Photon Mapping with QMC

Equal time comparison between AMCMCPPM (left) and naive SPPM (right). The light source is far away and MCMC smartly guides photons to visible areas.

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Unified Path Sampling/Vertex Connection and Merging

stones
vcm

Volumetric Kelemen-style Metropolis Light Transport (Short light paths filtered to enhance volumetric caustic.)

volumetric

 

Image-based Lighting

taichi_material3

 

Opaque v.s. Subsurface Scattering

suzanne_sss2

Multiple Importance Sampling (MIS) test scene (originally by Eric Veach). Equal sample comparisons between importance sampling of light sources + BSDF (top), only BSDF (bottom left), only light sources (bottom right).

both
bsdf
light

 

Scripted texture and camera motion. (My apologies if you feel dizzy...)

"Physically based Poster Design"

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Let's have some Chinese dragons...

dragon

...and fractals...

fractals
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Microfacet with GGX NDF

microfacet