Advanced Computer Graphics: Difference between revisions

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<math>p_{\omega}(x) = \frac{1}{\# lights} * \frac{1}{area of light} * conversion</math>
<math>p_{\omega}(x) = \frac{1}{\# lights} * \frac{1}{area of light} * conversion</math>


===Refractive objects===
;For mirrors:
In practice, refractive objects are handled as a distinct case.<br>
You do not need to sample a direction.
;For glass:
* Randomly sample either reflected or refracted ray with given probability.
* Typically produces a lot of noice
===Emitting surfaces===
* If a ray accidentally hits emitting surface, don't add emission
** Exception: If eye ray hits emitting surface
** Exception: If ray is generated from a refractive surface
==Advanced Sampling Techniques==


==Ignore==
==Ignore==
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