Alpha Test Progress

Posted on 2012-05-14 by Jesper Öqvist

So I sent an Alpha version of Chunky to a bunch of people. It’s really fun seeing what other people are doing with Chunky, Oldshoes in particular! He’s rendered some really pretty images with it. Here’s a bunch of links to renders he did that I really like:

Those images are really motivating for me. After seeing the last one I realized how much better it would look with properly rendered iron bars, so I implemented them in the renderer. Oldshoes, if you’re reading this, you rock!

I also realized how much I need to write some kind of user guide or tutorial for Chunky. The alpha testers have asked me stuff that I thought was pretty obvious — hat’s a good sign that I have become blind for these kinds of things myself since I’m so used to Chunky and its quirks.

GUI Improvements

Posted on 2012-05-13 by Jesper Öqvist

Today I implemented some improvements to the Render Controls dialog. I added text fields where the user can input specific values for dof (depth of field), fov (field of view) and focal offset. Setting dof to the maximum value now causes infinite depth of field (everything is in focus). I also added a status field in the dialog that shows some info for the current frame.

I’ve also been testing OpenCL. I wrote a test program that basically just ray traces a sphere. OpenCL is pretty fun to play with so far, but I doubt I’ll have the patience to add full OpenCL support in Chunky.

The Plan for Chunky

Posted on 2012-05-10 by Jesper Öqvist

The Minecraft ray tracing and path tracing work I’ve been doing lately is all still very experimental/unstable and lacks a good GUI.

For instance, today I added some controls to let the user adjust the depth of field effect, but it’s nowhere near as usable as it should be. It’s kind of tricky finding the correct focal offset to make the render look just the way you want it. Making GUI stuff like this work seamlessly becomes more difficult the larger the program gets.

I’m kind of afraid of releasing the path tracing stuff and then getting swamped by bug reports and feature requests. I’ll release it to the general public eventually (Open Source of course, just like the rest of Chunky), but it needs more polish. I’m thinking of doing a closed alpha until then.

Depth of Field

Posted on 2012-05-06 by Jesper Öqvist

I tossed out all my physical lens simulation work, and decided to use a quick and dirty depth of field technique instead. It’s not a physically correct lens simulation, but it gets the job done and it’s a lot cheaper computationally which is a big plus. The depth of field effect really helps create a better sense of distance in the rendered images. Now I just need to add some means of controlling the aperture and focal length.

An example of depth of field effects. Notice that near and far objects are blurred.

More Lens Experiments

Posted on 2012-05-05 by Jesper Öqvist

I think the best bet for simulating a camera lens in my path tracer will be to use some form of thin lens approximation. So far I’ve managed to create some extreme telephoto lenses that produce pretty cool images:

Lens Experiment

Posted on 2012-05-04 by Jesper Öqvist

I was experimenting with different lens transformations today, with the goal of simulating depth of field. It sort of works, just not as intended.