
About
Voxelizator3D is my experimental renderer.
Developed since 2001 in C++, it start as a side program for my Master Thesis research (as continue of the work of my PhD Advisor prof. Rémy Malgouyres). It was able to compute adaptive voxel based radiosity solution.
Then it was rewritten almost from scratch, and now is used as experimental field for my PhD work on global illumination using voxel based energy propagation, and instant raytracing.
My main goal is to create easy to use renderer that is able to compute realistic images. Click and watch, no two dozens of difficult to adjust parameters…
Selected features:
Import:
- .3ds (3D Studio Max, done 70%)
- .obj (Modo, Lightwave, done 90%)
- .lpi (custom xml text format, including camera and materials, done 95%)
- .cam (camera settings)
- .mat (material settings)
- .v (easy to use script text language, to automate most used actions)
- .exr (HDR images can be used as a textures)
- all image formats supported by FreeImage (jpg, png, bmp…)
- .vox (voxels scene set)
Export:
- obj (basic meshes, and material export, 90%)
- lpi (custom xml text format, including camera and materials, done 95%)
- inf (rendering xml statictics file)
- .png (tonemapped rendering result)
- .exr (untonemapped rendering result)
- .vox (voxels scene set)
Rendering:
- progressive rendering
- adaptive 4×4 antialiasing
- lightcuts
- kd-tree used for fast ray tracing
- Interactive OpenGL based scene preview and camera setting
- voxel based global illumination computation
- progressive raytracing preview
- Implemented Anisotropic Phong BRDF model (Ashikhmin and Shirley 2001)
- reflections/refractions (in progress)
- Mesh based lights
- interactive tone mapping parameter adjusting
Other:
- material editor
- discretize/view options
Requirements:
- WinXP
- 1GB ram (highly recommended)
- 2GHz+ processor
Libraries used:
Contact:
gmail, nick: zsacul
Hi there,
I really want to know what Voxelizator is. Please fill in the about
Friendly greetings from Amsterdam.
Done, thank you for motivation
.