The Atrium Sponza Palace in Dubrovnik, re-modeled by Frank Meinl at Crytek with inspiration from Marko Dabrovic's original. I took the OBJ version exported by Meinl, computed bump maps from the normal maps using normal2bump.cpp (since MTL files expect height bumps, not normals), put the "mask" textures into the alpha channel of the associated diffuse texture, cleaned up noise in the masks, corrected the material mapping for the octagonal vases, and removed the long untextured banner floating in the middle of the atrium that appears in the file but in none of the published images of the model. The zipfile includes the banner as a separate object.
Sibenik CathedralA cathedral interior. Originally created for a rendering contest and since adopted by the global illumination community as a test model. The original has extensive geometric errors and its download site no longer available. Kenzie Lamar at Vicarious Visions fixed many of the holes in the model and removed many interpentrations. I painted high-resolution textures and bump maps. Icon image by Aleksander Stompel.
I converted the PLY from Georgia Tech to IFS, and then computed vertex normals and wrote the result to OBJ format using custom code. This model is originally from the Stanford 3D Scanning Repository. It was scanned from a real object by a Cyberware 3030 MS scanner. The model reconstructed from scans by Stanford contains fewer triangles and more vertices. The Georgia Tech version may have been reconstructed independently from the original points. As with many models on this page, I report the vertex count after merging co-located vertices with the same normals during load (i.e., the size that your vertex buffer will actually be in memory), so my vertex count is lower than the one reported by Georgia Tech, but my face count is identical. The icon image is from NVIDIA.
Brian Curless and Marc Levoy created this model from multiple range scans of a real object using a Cyberware 3030 MS scanner. I converted the PLY from Georgia Tech to IFS, computed vertex normals, and then exported it OBJ format using G3D.
Samuli Laine and Tero Karras at NVIDIA Research created this mass of thin strands for Two Methods for Fast Ray-Cast Ambient Occlusion.
Donald Goldberg and students at Cornell University created the original Cornell Box radiometry test data and physical box. Guedis Cardenas, Morgan McGuire, and Michael Mara created these eight OBJ files that represent some of the most commonly used test scenes based on that data. These include the original box and many variations by Henrik Jensen (the icon image is by Jensen) such as a box full of water. Note that the original real box is not a perfect cube, so the faces are correspondingly imperfect in this data set.
San MiguelThis scene was modeled by Guillermo M. Leal Llaguno of Evolucién Visual, based on a hacienda that he visited in San Miguel de Allende, Mexico. I flattened the instancing from the original for convenience in research use. I then exported it as an OBJ file and manually corrected the material assignments. I converted all TIFF images to PNG, or to TGA if they had alpha since Photoshop handles PNG alpha poorly. Some material assignments are still incorrect and some geometry is missing.
As of August 2012 I am actively working on these.