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{D10594} adds support for light spread to area lights. However this can be noisy for low angles, especially noticeable when the light is near a surface or inside a volume. We could compute a virtual shading position closer to the light, and do solid angle importance sampling as if the shading position was closer. We'd need to find a good heuristic to relate the distance and light spread angle.
{D10594} adds support for light spread to area lights. There is basic importance sampling for rectangular area lights, based on finding the subset of the area light that actually affects a shading point. But still missing: * Importance sampling for disk/ellipse light. * Take spread into account for volume equiangular sampling.
{D10594} adds support for light spread to area lights.
However this can be noisy
There is basic importance sampling
for
low angles
rectangular area lights
,
especially noticeable when the
based on finding the subset of the area
light
is near a surface or inside a volume
that actually affects a shading point
.
We could compute a virtual shading position closer to the light, and do solid angle importance sampling as if the shading position was closer. We'd need to find a good heuristic to relate the distance and light spread angle
But still missing: * Importance sampling for disk/ellipse light. * Take spread into account for volume equiangular sampling
.
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