Project 08 - Radiosity effects & Caustics with Final Gathering
In this project, I have implemented various global illumination effects: ambient occlusion, environmental illumination, color bleeding and caustics.
The source code of this project is available here. It is a bit messy currently, but I will try to clean it up later.
Videos
Video 1: Ambient occlusion using a sphere of changing radius.
Video 2: Caustics.
Images
Click on the images to view full size version.

Image 7: Environmental illumination - trying to render a Lamborghini Aventador into the background image.

Image 14: Caustics by specular objects. This is a tonemapped version. The original HDR image is here, as well as a linear-mapped LDR version.

Image 16: Cornell box with stained glass lighting. I put almost everything together in this image, like DOF, color bleeding, caustics by both specular object and transparent object, specular and glossy reflection. Aslo, this image is a tonemapped version. The original is stored as an HDR image, and you can also see a linear-mapped LDR version here.