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. - Věda a technologie
This is awesome!
Good job!
Always epic.
This is so nice!
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.
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?
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.
Does this theory apply for Unreal Engine's pathtracing ?
Does every school in EU use Nori?