Post

Path Tracing Lab

Background Knowledge

Lecture slides:

  • from “Color” to “Variance Reduction”, Nancy Pollard

    [Link: http://15462.courses.cs.cmu.edu/spring2024/home]

Render Result

Features

BVH Accelarating Data Structure

BVH: Cornell Box

BVH: Bunny

BVH: Cow

Materials

Materials

Note: When the medium IOR is equal to 1.0 and refraction is present, the shadows on the floor appear jagged, which should be wrong. This is probably due to lack of edge case handling.

Sampling Methods

Multiple Importance Sampling:

Splitting the samples between BSDF scatters and the surface area lights (or the environment light). This method benefits when we have scenes using continuous distributions like the Lambertian.

Uniform Sampling V.S. Multiple Importance Sampling (with 32 samples)

Sample Numbers

Different Sample Numbers

Environment Lighting

Environment Map: Grid

Environment Map: Indoor

Environment Map: Outdoor

Scenes

Bunny

Cow

Dragon (Material: Glass) in Sky

Acknowledgement

This project is based on the Scotty3D starter code, which is used in 15-462/662 (soon gonna be 15-362/662) Computer Graphics at Carnegie Mellon University.

This post is licensed under CC BY 4.0 by the author.