In retrospect, spending that much time debugging the light path code was probably beneficial. I read and reread Veach's thesis, making sure that I understood everything (if it worked perfectly the first time I would've probably just skimmed it).
Renders
For testing purposes, I chose an indirectly lit scene with a lot of occlusion.
BDPT - 6 bounces |
References |
To do
I'm going to start working on the multiple importance sampling aspect and add specular support.
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