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Sep 27, 2009 10:41

So it took all day yesterday to layout the groundwork for my path tracer. I created this Cornell Box scene and added the code to handle the direct illumination from an area light. You can see the soft shadows caused by the area light and a hemispherical falloff to the ceiling caused by attenuating the light by the steradians it subtends. At only 16 rays per pixel it's rather unnoisy since I've already implemented some basic variance reduction using stratified sampling. Without the stratified sampling i think it would take at least 64 rays per pixel...

Now I hope to get done the diffuse interreflection (i.e. color bleed from the walls) with importance sampling along the brdf by the end of today. That would be enough to submit the assignment... and leave me until Oct 7 to add any extra credit features.

Rendered in 2 mins. Would be more like 30 seconds if I had written it in c++.


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