Monthly Archives: July 2014

Alpha v7.1

We have just released a quick bug fix to our Alpha v7 release. It corrects few of the issues we have discovered shortly after releasing the Alpha v7. Because it has no new features, it is 100% compatible with A7, so you can update at any time.

The fixed bugs are:

  1. Proxy exporter script adding multiple items in the quad menu (right mouse button menu in viewport).  If you have experienced the problem, you will need to go to Customize -> Customize User Interface -> Quads after installing, and either manually remove the Corona_proxy_exporter items, or press “Reset”.
  2. Shadow catcher‘s option “Use enviro color mapping” projecting the environment incorrectly.
  3. Only part of the image being copied/saved when render region was used.
  4. Photographic exposure for Cylindrical/Spherical cameras not working.
  5. Crash when copying targeted CoronaLights into multiple copies.
  6. Crash when creating proxy by clicking the “From scene” button before the object is created in the scene.

Update: This version now expired and is no longer available. Use the version 1.0 instead.

UPBP: Light scattering in arbitrary volumes

Hello Coronauts,

this is Jarda, a new member of the Corona developer team. I’m a university professor and computer graphics researcher, and I’ve decided to use some of my know-how to help propel the development of Corona. Today, I’d like to follow up on Ondra’s post and share with you one of our exciting research results that will be presented at SIGGRAPH in Vancouver.

In this project, we have looked into unbiased rendering of light scattering in arbitrary volumes (or participating media, if you will). And when I write arbitrary, I do mean it. We set to develop an algorithm that can render fog, olive oil, wine, soap, wax, … (just about any volume that can scatter light) using a single unified approach. We call the resulting algorithm Unified points, beams and paths (UPBP) and I believe the results look pretty good:

fullReference
An image rendered with UPBP.

Continue reading UPBP: Light scattering in arbitrary volumes