A screenshot of Blender during the 3-D modeling process. (Zhang et al., 2016)
A screenshot of MaxwellRender during the rendering process. Here, a customised texture map is used to represent glittery material. (Zhang et al., 2016)
Real v.s. Rendered. (A) Photographed set in studio lighting. (B) Rendered image set in Debevec’s “Eucalyptus Grove” image-based lighting. (C) Rendered image set in Debevec’s “Grace Cathedral” image-based lighting. (Zhang et al., 2016)
The “bird” set rendered in the canonical material-lighting framework. (Zhang et al., 2019)
Three light maps vary in 15 orientations, and examples of the three shapes, rendered with the specular material and the Grace-new light map. (Zhang et al., 2020)
Example of three shapes, rendered with the specular material and the Grace-new light map in 15 orientations (Zhang et al., 2020)