Ian Stephenson

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It is commonly acknowledged that the the instantaneous shutter model used in primitive rendering systems produces images which are unrealistic, and animate poorly. However the introduction of motion blur as implemented in most modern renderers uses a shutter model which is equally implausible. One of the few articles to examine this effect is [Glassner(More)
The samples at all points over the pinhole in principle capture the lightfield entering the camera. However when real scenes are used they suffer from interference. Photons from different parts of the scene interfere with each other to add noise to the scene. Averaging mulitple simulations reduces this problem. Increasing the samples in one simulation is(More)
Soft re-use of brownfields describes intended temporary or final re-uses of brownfield sites which are not based on built constructions or infrastructure ('hard' re-use). Examples of soft re-uses include the creation of public green space. These are essentially uses where the soil is not sealed. Often the case for soft re-use of brownfields has not been(More)
A development environment for RenderMan shaders has been implemented , allowing the SL programmer to observe the bahaviour of variables in both time and space. By allowing both novices and experts to visualise the execution of their code, the creation of shaders is much simplified without restricting the flexability of the SL language.
Attempts to hardware accelerate production renderers have been restricted by the hardware available. Standard interactive graphics hardare is generally ill-suited to production style rendering, while the cost of custom hardware prevents its widespread adoption. Field Programable Gate Arrays (FPGA's) offer a solution to this problem by allowing custom(More)