CS 348B Spring 2004 Rendering Competition



The renderings below were created for the rendering competition in CS 348b: Image Synthesis Techniques, taught by Pat Hanrahan in the Spring quarter of 2003. Ren Ng was the TA for the class.

The judges for the competition were:

The competition was held on June 7th 2004.

Grand Prize


by Kayvon Fatahalian and Tim Foley

Kayvon and Tim modeled the jellyfish body and motion with splines, developed a shading model for the jellyfish surface that approximates subsurface scattering, and rendered the water with volumetric photon mapping. 

[more info]

First Prize

Reverse Pool Caustics

by Toru Kuzuhara and Kjell Reuterswärd

Toru and Kjell traced light from within a pool of water to the surrounding world, to produce very dramatic lighting effects.  They used a Fourier-space method to produce the water surface, as well as photon mapping and irradiance caching to calculate the lighting on the walls.


The judges said: "carpool."

[more info]

Honorable Mentions

Ray Visualization

by Jeremy Sugerman

Jeremy implemented volumetric photon mapping to visualize the passage of rays through lenses.  


The judges said: "glowing presentation."

[more info]

Rendering Lights Through Fog

by Barb Sweet

Barb presented a recently developed algorithm for rendering light sources seen through a homogeneous scattering medium, in this case, fog.  


The judges said: "a daring flight."

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Gummy Bears

by Kirk Shimano and Mike Sego

Kirk and Mike implemented volumetric scattering with a photon map to render these convincing images of gummy bears. 


The judges said: "yummy."

[more info]

Lost at Sea

by Dmitry Belogolovsky and Woodley Packard

Dmitry and Woodley modeled the surface of oceanic water and the branches of a lighting strike, combined with a volumetric simulation of light transport for an appropriate glowing effect around the light sources.

The judges said: "striking!"

[more info]


by Daniel Horn

Daniel simulated an optical computer in which mirrors and apertures are used to control the flow of light as units of computer. 


The judges said: "great reflection on computing."

[more info]

Fire Animation

by Andy Selle

Andy modeled the blue core and blackbody radiation of a flame to produce some very realistic fire animations.

The judges said: "brilliant."

[more info]


by Crystal Chen and Peter Lai

Crystal and Peter rendered raw fish with a translucent material model and an explicit modeling of the veining structure of the fish.

The judges said: "delicious."

[more info]


by Michael Green and Paul Echevarria

Michael and Paul modeled a candle flame as a blackbody emitter, and the candle stick as a translucent material.

The judges said: "hot acquisition."

[more info]

Underwater Scene

by Chris Hong and Garrett Smith

Chris and Garrett used volumetric photon mapping to render caustic lighting effects streaking through a murky underwater scene. 


The judges said: "divers paradise."

[more info]

Other Amazing Submissions

Relativistic Effects

by Fred Akalin

Fred incorporated special relativity in the tracing of rays to simulate distortions of space that appear at speeds approaching that of light. 

[more info]

Human Eye

by Eilene Hao and Cynthia Lau

Eilene and Cynthia modeled the detailed geometry and texture of a human eye, and rendered the skin with subsurface scattering effects.

[more info]

Fractal Interpolation Surfaces

by Chand Thomas John

Chand developed a rendering algorithm for tensor product fractal interpolation surfaces.  

[more info]

Genie Exiting a Lamp

by Kanishka Shrivastava and Ramesh Balakrishnan

Kanishka and Ramesh implemented a number of rendering effects to produce an image of genie and an oil lamp.  Their techniques include subsurface scattering, optimized photon mapping, Perlin noise textures, and modeling the oil as a homogeneous participating medium.

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Antelope Canyon

by Mathieu Bredif and Clovis Schaff

Mathieu and Clovis modeled the walls of a sandstone canyon with constructive solid geometry primitives.  The phase function for the dust cloud is modeled with a Perlin noise function, and rendered with highly optimized volumetric photon mapping.

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Lighthouse in Fog

by Jason Anderson and David Myszewski

Jason and David modeled fog with a Perlin-noise turbulence function, a lighthouse beam as a parameterized light, and rendered their scene efficiently with an optimized volume integrator.

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Oil and Moisture on Human Skin

by Sameh Kamel

Sameh rendered the appearance of human skin by simulating translucency, where light penetrates the surface and departs at a slightly different location, and the total internal reflection that occurs in wet materials. 

[more info]

Underwater Scene

by Kevin Coletta, Alex Williams and Jed Crosby

Kevin, Alex and Jed modeled an underwater world and rendered the caustic light effects with a controllable, parameterized photon shooting procedure. 

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