Github: https://github.com/Pjbomb2/TrueTrace-Unity-Pathtracer
And each emissive triangle is it’s own light source, as the triangle itself is a light
And each emissive triangle is it’s own light source, as the triangle itself is a light
So I can compute the correct weight quickly for any emissive triangle randomly hit by bouncing rays
So I can compute the correct weight quickly for any emissive triangle randomly hit by bouncing rays
However, rays can also randomly hit an emissive triangle by chance, in which case we need to compute a weight so that NEE still is correct when combined with naive
Another reply incomming
However, rays can also randomly hit an emissive triangle by chance, in which case we need to compute a weight so that NEE still is correct when combined with naive
Another reply incomming
They have a LOT of uses, like bitflag packing(which I use for my materials, I can pack 32 booleans into 1 uint of space)
For this specifically, it’s used for the light acceleration structure I use
Need more space, so this will be several replies…
They have a LOT of uses, like bitflag packing(which I use for my materials, I can pack 32 booleans into 1 uint of space)
For this specifically, it’s used for the light acceleration structure I use
Need more space, so this will be several replies…
First one was I forgot a “- 1” in my tlas bitfield traversal
Second was I was double counting mesh count contribution to the pdf, this ones over a year old
First one was I forgot a “- 1” in my tlas bitfield traversal
Second was I was double counting mesh count contribution to the pdf, this ones over a year old