I got some questions on yesterday's post. First, you will need a bunch of samples per pixel (like hundreds). You can reduce that by jittering, but again, you bought that fancy computer-- watch movies while your sampling progresses.
Second, don't branch. Once you go to random, you may as well "path" trace so there is no ray tree. Instead of
color(ray) = R*color(reflected_ray) + (1-R)*color(refracted_ray)
instead do:
if (drand48() < R)
return color(reflected_ray)
else
return color(refracted_ray)
If you want motion blur, you can add a time to the ray ray.t = t0 + drand48*(t1-t0) and add some moving primitives or a moving camera. For a translating sphere, it would be center = p0 + time*(p1-p0)
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