Entering SIGGRAPH submersion mode

As SIGGRAPH submission deadline is drawing closer, I might not respond to support requests / bug reports over the next 6 weeks. Please don’t be put off — Mitsuba development will pick up at the usual pace once the deadline is over, but for now I must concentrate my efforts on the submission.

11 comments

  1. Very good luck in your “submersion”!!! :)

    Keep up the good work you’re doing with Mitsuba!! It will rock! 😀

    Cheers!

  2. Can you tell what you are doing for siggraph this time..?

  3. not yet, sorry

  4. Fair. Good luck anyway :)

  5. yes, good luck!
    let’s hope you go on with it after siggraph!
    the renderer looks alreay really promising, I enjoyed deeply the instant gi, that’s what most of the renderers are missing, a fast gi stoppable when desired!

  6. Hi. Hope you are good.
    How is your siggraph work going..?

  7. Hi, there!

    You’re obviously a genius-class geek, and amazingly productive: congratulations; may the Force be with you!

    But (*who*) pays the bills, while you toil?

    I am, indeed, in search of a reliable tool for rendering transparent devices (with wires, plasma, and/or blood vessels inside), and am trying to tame LuxRender for that purpose.

  8. thanks :). Are you trying to do medical visualization, or is this for artistic purposes? The volume rendering backend of Mitsuba might be useful if you are trying to render some kind of CT or MRI data.

    Wenzel

  9. Hi; thank you!

    What I’m trying to do is illustrate my writings regarding Pegicornitaurs and other topics (as you can see on my webpage).

    DAZ Studio (render engine: 3Delight) is excellent when it comes to skin and leather, but my render challenge is

    (a) glass devices with wires and luminous plasma inside;

    (b) the rare Pegicornitaur smooth horn, which is transparent enough that one can see, close up, blood vessels inside.

  10. About specifying a phase function for volume rendering in mitsuba.

    Hi, I want to write down a phase function plugin for a volume rendering of rainbows. I need to specify a plugin function
    p(theta0, phi0, theta1, phi1) where (theta0, phi0) refers to the incoming direction and (theta1, phi1) refers to the outcoming direction of light.

    I have two questions:

    (1) Does mitsuba use a convention where the phase function is
    integrated over the whole solid angle into 4* pi or 1?

    (2) Do I have to write down a code for p(theta0, phi0, theta1, phi1) or simply for p( THETA), where THETA is the angle between the incoming direciton (theta0, phi0) and the outcoming
    direction (theta1, phi1)?

    Moon Jung

    • Hi Moon,

      these ancient blog entries are probably not a good way to communicate (I already responded to your previous message). If you have technical questions, either use the bug tracker and create a support ticket, or send email.

      Thanks,
      Wenzel

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