Rendering Lecture 04 - Path Tracing Basics

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  • čas přidán 30. 03. 2021
  • This lecture belongs to the computer graphics rendering course at TU Wien.
    In this video, we will apply what we learned previously, and put our Rendering knowledge into practice by implementing a basic, unbiased path tracer for diffuse materials. We also discuss about some of the finer details and background, as well as ideas for extending the basic path tracing solution.
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Komentáře • 9

  • @gpugpugpu
    @gpugpugpu Před 2 lety +6

    This is awesome!

  • @sator666666
    @sator666666 Před 2 lety +2

    Good job!

  • @loop5720
    @loop5720 Před 2 lety

    Always epic.

  • @KeepAnOpenMind
    @KeepAnOpenMind Před rokem

    This is so nice!

  • @Antagon666
    @Antagon666 Před rokem

    Hmm, why doesn't the dynamic russian roulette work for me ? increases variance by alot, and when applying it from nth bounces, it completely kills branch predicting...
    Also you can always fix few fireflies in post.

  • @user_3eg8cp1a2d9t.
    @user_3eg8cp1a2d9t. Před 2 lety

    If 4 camera rays are emitted from the same pixel, are they completely parallel to each other, or are there random small Angle deviations between them?

    • @SnoSixtyTwo
      @SnoSixtyTwo Před rokem

      Sorry for the late reply! That depends on your requirements for sampling and your interpretation of pixels. Any reasonable path tracer will have the rays deviate, as you say, and later filter those samples into actual output pixel values in some non-trivial manner. Making them all parallel will give aliasing results, but for this lecture we wanted to keep it basic.

  • @vickyvey1657
    @vickyvey1657 Před měsícem

    Does this theory apply for Unreal Engine's pathtracing ?

  • @ProNoob777
    @ProNoob777 Před rokem

    Does every school in EU use Nori?