Autodesk arnold12/20/2023 ![]() In contrast to prior work, our method supports high-frequency normal- or displacement-mapped geometry, samples specular-diffuse-specular (SDS) paths, and is compatible with standard Monte Carlo methods including unidirectional path tracing. Given two path vertices, our algorithm stochastically finds a specular subpath connecting the endpoints. In this article, we propose a surprisingly simple and general sampling strategy for specular light paths including the above examples, unifying the previously disjoint areas of caustic and glint rendering into a single framework. Yet, despite their importance and considerable research to this end, sampling of light paths that cause these effects remains a formidable challenge. ![]() Scattering from specular surfaces produces complex optical effects that are frequently encountered in realistic scenes: intricate caustics due to focused reflection, multiple refraction, and high-frequency glints from specular microstructure.
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