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
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
Environment Lighting
Scenes
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.