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Hierachy & Sampling
Wumpf edited this page Oct 26, 2014
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- Get triangles, compute BVH
- Compute BRDFs for triangles and above
- Load initial hierarchy
- On query (via a buffer by the GPU):
- If in hierarchy -> load more
- If triangle hit -> position known -> do nothing
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Magic BRDF on hierarchy levels only
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Something simple (phong, ...) on triangle level and below (Materialindices)
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Mip mapping gives "unbiased" input for BRDF on (sub-)triangles
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Lightsample storing
- path vertices are stored in light cache (see GPU impl survey)
- path vertices have a size (relevant for the random connected samples)
- Different sized samples
- Divide into light and view-pass samples
- random connections only to light vertices
- gathering/radiance estimate for both types
- compression pass (weight all, merge only "lightweight")
- goal: keep important samples while saving fewer samples
- delete randomly to avoid biasing due to start conditions
- Light sample creation
- kernel for each light type, generates samples for light light cache
- Hitpoint sample creation
- compression (?)