Monte Carlo Path Tracing

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Uploaded by on Oct 27, 2010

uniform sampling / importance sampling (source code: http://me.berkeley.edu/~yasui/CS283/hw2/)

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Film & Animation

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Uploader Comments (yiusay)

  • If I figure out my code correctly, in the case with direct lighting, when a ray hit the light source, I always reflect the ray i.e. never terminate the ray when the recursion depth is 1; when the recursion depth is 1, the ray should have been treated as a ray in direct lighting. This corresponds to (isDirectLighting == true && depth != 1) in line 362 for importance sampling and in line 487 for uniform sampling. Hope my code will solve your question.

  • Thank you for your comment. Since I implemented this long time ago, I forget the detail of my implementation. But as long as I see my code, what you pointed out seems to be true. There is the corresponding source code here.

    me.berkeley.edu/~yasui/CS283/h­w2/

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  • nice work man. but how do you handle with a ray hitting the light source when direct illumination is calculated? cause if i just terminate the ray, i'm not able to get any caustics

  • nice rays

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