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<page>
  <title>Meshes</title>

  <item>
    <title>San Miguel</title>
    <icon>meshes/san-miguel-icon.png</icon>
    <link>meshes/san-miguel.zip</link>
    <properties>
Triangles: 7,880,512
<br/>Vertices: 6,720,106 
    </properties>
    <size>55 MB</size>
    <copyrightholder>Guillermo M. Leal Llaguno</copyrightholder>
    <copyrightlink>http://www.evvisual.com/</copyrightlink>
    <updated>2011-08-24</updated>
    <description>
This scene was modeled by Guillermo M. Leal Llaguno of <a href="http://www.evvisual.com">Evoluci&#233;n
Visual</a>, 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.  As of August 2011 I am actively working on
these.
    </description>
  </item>

  <item>
    <title>Crytek Sponza</title>
    <icon>meshes/crytek-sponza-icon.png</icon>
    <link>meshes/crytek-sponza.zip</link>
    <size>95 MB</size>
    <properties>
      
      Building
      <span style="padding-left: 10px;"><br/>Triangles: 262,267</span>
      <span style="padding-left: 10px;"><br/>Vertices: 184,330</span>
      <br/>Banner:
      <span style="padding-left: 10px;"><br/>Triangles: 16,890</span>
      <span style="padding-left: 10px;"><br/>Vertices: 8,970</span>
      
    </properties>
    <copyrightholder>2010 Frank Meinl, Crytek</copyrightholder>
    <copyrightlink>meshes/crytek-sponza-copyright.html</copyrightlink>
    <updated>July 27, 2011</updated>
    <description>
      
      <p>The <b>Atrium</b> 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 <a href="http://cs.williams.edu/~morgan/code/">normal2bump.cpp</a>
        (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.
        </p>
	
    </description>
  </item>


  <item>
    <title>Dabrovic Sponza</title>
    <icon>meshes/dabrovic-sponza-icon.png</icon>
    <link>meshes/dabrovic-sponza.zip</link>
    <size>3.6 MB</size>
    <copyrightholder>2002 Marko Dabrovic</copyrightholder>
    <copyrightlink>meshes/dabrovic-sponza-copyright.html</copyrightlink>
    <properties>
      
Triangles: 66,450
<br/>Vertices: 59,810
      
    </properties>
    <updated>July 27, 2011</updated>
    <description>
      The Atrium Sponza Palace in Dubrovnik.  Originally created for a
      rendering contest and since adopted by the global illumination
      community as a test model.  The original has some material problems 
      and its download site no longer available.
      Kenzie Lamar at Vicarious Visions converted the 3DS file to OBJ
      and assigned texture coordinates to the ceilings.  I hand-painted
      bump maps for most surfaces.  
    </description>
  </item>


  <item>
    <title>Sibenik Cathedral</title>
    <icon>meshes/sibenik-icon.png</icon>
    <link>meshes/sibenik.zip</link>
    <properties>
      
Triangles: 75,284
<br/>Vertices: 83,490
      
    </properties>
    <size>4.7 MB</size>
    <copyrightholder>2002 Marko Dabrovic</copyrightholder>
    <copyrightlink>meshes/sibenik-copyright.html</copyrightlink>
    <updated>July 27, 2011</updated>
    <description>
      A 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 <a href="http://www.4dblue.com/gallery.html">Aleksander
      Stompel</a>.
    </description>
  </item>


  <item>
    <title>Conference Room</title>
    <icon>meshes/conference-icon.png</icon>
    <link>meshes/conference.zip</link>
    <size>6.7 MB</size>
    <properties>
      
Triangles: 331,179
<br/>Vertices: 216,862
      
    </properties>
    <copyrightholder>1991 Anat Grynberg and Greg Ward</copyrightholder>
    <copyrightlink>meshes/conference-copyright.html</copyrightlink>
    <updated>July 27, 2011</updated>
    <description>
      
      <p>
	A 3D model of the real Lawrence Berkeley National Laboratory
        building 90 3rd floor conference room originally created by
        Anat Grynberg and Greg Ward, circa 1991.  The model was
        created from manual measurements with coordinates directly
        typed into a text editor. It is commonly used for global
        illumination experiments.
      </p>
      <p>
        This model was flipped inside-out at some point in history and
        appears backwards in some papers relative to the original,
        with the EXIT signs reading as if in a mirror. Kenzie Lamar at
        Vicarious Visions fixed the face winding directions on all
        surfaces to be consistent, re-modeled the trash cans and fire
        extinguisher to have reasonable normals and joints with no
        interpenetration, replaced the radiator vents with a single
        panel, and flipped the EXIT signs.  The textures observable
        (especially in the wood grain) in Ward's original rendering
        are procedural and are not represented in this model.
      </p>
      <p>
        Additional resources:
        <ul>
          <li> <a href="http://radsite.lbl.gov/radiance/pub/models/conf.tar.Z">Original in RADIANCE format</a> by Anat Grynberg and Greg Ward</li>
          <li> <a href="http://radsite.lbl.gov/mgf/scenes.html">Model in MGF format</a>, converted by Greg Ward</li>
          <li> <a href="http://www.vrarchitect.net/anu/cg/GlobalIllumination/radiosity/overview_4.en.html">Rendering and actual photograph comparison</a></li>
        </ul>
      </p>
      
    </description>
  </item>

  <item>
    <title>Chinese Dragon</title>
    <icon>meshes/dragon-icon.png</icon>
    <link>meshes/dragon.zip</link>
    <size>17 MB</size>
    <properties>
      
       <br/>Triangles: 871,306
       <br/>Vertices: 438,929
      
    </properties>
    <copyrightholder>Stanford University</copyrightholder>
    <copyrightlink>http://graphics.stanford.edu/data/3Dscanrep/</copyrightlink>
    <updated>July 27, 2011</updated>
    <description>
      
      <p>
        I converted the PLY
        from <a href="http://www.cc.gatech.edu/projects/large_models/dragon.html">Georgia
        Tech</a> 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 <a href="http://www.geforce.com/#/Optimize/Guides/ambient-occlusion">NVIDIA</a>.
      </p>
      
    </description>
  </item>


  <item>
    <title>Teapot</title>
    <icon>meshes/teapot-icon.png</icon>
    <link>meshes/teapot.zip</link>
    <size>651 kB</size>
    <copyrightholder>1975 Martin Newell</copyrightholder>
    <copyrightlink>meshes/teapot-copyright.html</copyrightlink>
    <updated>July 27, 2011</updated>
    <properties>
      
       <br/>Triangles: 15,704
       <br/>Vertices: 8,478
      
    </properties>
    <description>
      
      <p>
Martin Newell modeled a teapot using bicubic Bezier patches in 1975
as part of an entire tea set. It first appeared in his
Ph.D. dissertation. Jim Blinn scaled the teapot horizontally by 1.3x
to cancel the effect of the rectangular pixels on their display. The
original had no bottom; most variations add one. Kenzie Lamar at
Vicarious Visions created this version from the default teapot model
in 3D Studio Max. He resized the top so that it fits snugly, created a
shell and welded the spout and handle so that the teapot is a manifold
without boundary, and created a unique and consistent-resolution texture
parameterization for the entire model.
      </p>
      
    </description>
  </item>

  <item>
    <title>Cube</title>
    <icon>meshes/cube-icon.png</icon>
    <link>meshes/cube.zip</link>
    <size>4 kB</size>
    <properties>
      
       <br/>Triangles: 12
       <br/>Vertices: 24
      
    </properties>
    <copyrightholder>Public Domain</copyrightholder>
    <copyrightlink>public-domain-copyright.html</copyrightlink>
    <updated>July 27, 2011</updated>
    <description>
      
      <p>
        A cube with texture coordinates and explicit vertex normals
        that I created by hand.  The cube is centered at the origin
        and has unit volume.  I included the checkerboard texture and
        material mapping to make it easy to modify to place other
        textures on the cube.
      </p>
      
    </description>
  </item>

  <item>
    <title>Happy Buddha</title>
    <icon>meshes/buddha-icon.png</icon>
    <link>meshes/buddha.zip</link>
    <size>22 MB</size>
    <properties>
      
       <br/>Triangles: 1,087,474
       <br/>Vertices: 549,333
      
    </properties>

    <copyrightholder>1996 Stanford University</copyrightholder>
    <copyrightlink>http://graphics.stanford.edu/projects/faxing/happy/</copyrightlink>
    <updated>July 27, 2011</updated>
    <description>
      
      <p>
        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 <a href="http://www.cc.gatech.edu/projects/large_models/happy.html">Georgia
        Tech</a> to IFS, computed vertex normals, and then exported it
        OBJ format using G3D.
      </p>
      
    </description>
  </item>

  <item>
    <title>Hairball</title>
    <icon>meshes/hairball-icon.png</icon>
    <link>meshes/hairball.zip</link>
    <size>50 MB</size>
    <properties>
      
       <br/>Triangles: 2,880,000
       <br/>Vertices: 1,441,098
      
    </properties>
    <copyrightholder>NVIDIA Research</copyrightholder>
    <copyrightlink>http://www.tml.tkk.fi/~samuli/publications/laine2010egsr_paper.pdf</copyrightlink>
    <updated>July 27, 2011</updated>
    <description>
      
      <p>

      Samuli Laine and Tero Karras at NVIDIA Research created this
      mass of thin strands
      for <a href="http://www.tml.tkk.fi/~samuli/publications/laine2010egsr_paper.pdf">Two Methods for Fast Ray-Cast Ambient Occlusion</a>.

      </p>
      
    </description>
  </item>

  <item>
    <title>Cornell Box</title>
    <icon>meshes/cornell-box-icon.png</icon>
    <link>meshes/cornell-box.zip</link>
    <size>320 KB</size>
    <properties>
      
       <br/>Triangles: 36
       <br/>Vertices: 68
       <br/>(plus variations)
      
    </properties>
    <copyrightholder>Williams College</copyrightholder>
    <copyrightlink>http://graphics.cs.williams.edu/</copyrightlink>
    <updated>January 19, 2012</updated>
    <description>
      
      <p>

       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 <a href="http://www.graphics.cornell.edu/online/box/data.html">original box</a>
       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.     
      </p>
      
    </description>
  </item>

<!--
  <item>
    <title>Power Plant [coming soon]</title>
    <icon>meshes/powerplant-icon.png</icon>
    <link>meshes/powerplant.zip</link>
    <size>140 MB</size>
    <copyrightholder>1999 UNC</copyrightholder>
    <copyrightlink>http://gamma.cs.unc.edu/POWERPLANT/#acknowledgements</copyrightlink>
    <updated>Coming Soon</updated>
    <description>
      The Power Plant Model is a complete model of an actual coal
      fired power plant. It has been released for non-commercial use
      only.  UNC distributes the model as 1,185 PLY files, presumably
      because when it was released over a decade ago systems couldn't
      manage millions of polygons as well as they do today.      
      I merged
      them into a single OBJ file and created an appropriate MTL file.
    </description>
  </item>
-->

  <item>
    <title>Rungholt</title>
    <icon>meshes/rungholt-icon.png</icon>
    <link>meshes/rungholt.zip</link>
    <size>48 MB</size>
    <properties>
      
       <br/>Triangles: 6,704,264
       <br/>Vertices: 12,308,528
      
    </properties>
    <copyrightholder>kescha</copyrightholder>
    <copyrightlink>http://www.planetminecraft.com/project/neu-rungholt/</copyrightlink>
    <updated>January 14, 2012</updated>
    <description>
      The Neu Rungholt medieval village on the Minecraft map entitled 
      "Alone in the dark" created by "kescha", who says,
      "Fell[sic] free to use the map or parts of it for you own projects. "
      I converted this to OBJ format using Mineways (http://mineways.com)
      This is a nice moderately high-polygon model because it has an extremely
      regular tessellation.
    </description>
  </item>



  <item>
    <title>Lost Empire</title>
    <icon>meshes/lost-empire-icon.png</icon>
    <link>meshes/lost-empire.zip</link>
    <size>2 MB</size>
    <properties>
      
       <br/>Triangles: 224,998
       <br/>Vertices: 449,992
      
    </properties>
    <copyrightholder>Morgan McGuire</copyrightholder>
    <copyrightlink>http://creativecommons.org/licenses/by/3.0/</copyrightlink>
    <updated>January 14, 2012</updated>
    <description>
      I modeled this underground, Indiana Jones-style city as part of the 
      Vokselia Minecraft world and then exported it to OBJ format
      using Mineways (http://mineways.com).  The entire world has a CC BY 3.0
      license, which enables any use with only attribution.  The model is 
      good for global illumination tests: it is mostly white, has topologically
      complex geometry, is highly and regularly tessellated,
      and is entirely "inside" because of the surrounding mountaintop.  Placing light 
      sources at each of the triangles with a Torch
      material provides reasonable illumination.
    </description>
  </item>

  <item>
    <title>Head</title>
    <icon>meshes/head-icon.png</icon>
    <link>meshes/head.zip</link>
    <size>42 MB</size>
    <properties>

      <br/>Triangles: 9,923
      <br/>Vertices: 17,684

    </properties>
    <copyrightholder>I-R Entertainment Ltd.</copyrightholder>
    <copyrightlink>http://www.ir-ltd.net/infinite-3d-head-scan-released</copyrightlink>
    <updated>February 23, 2012</updated>
    <description>
      Infinite-Realities Director Lee Perry-Smith created a 3D scan of his head. 
      Morgan McGuire and Guedis Cardenas converted the displacement file from .tif to 16-bit .png
      and created created a low resolution version of the bump map. We set up the .mtl file's
      texture maps, painted the bump map so that it is seamless at the back of the head,
      and adjusted the default glossy highlight to better simulate a 3D head.
    </description>
  </item>


</page>

