Search found 24 matches

by XMAMan
Thu Dec 15, 2016 6:01 pm
Forum: General Development
Topic: Volumetric Pathtracing / Small UPBP
Replies: 4
Views: 13224

Re: Volumetric Pathtracing / Small UPBP

Ok. You write there are two cases

case 1: distance longer than the medium-boundary
L_i = T * L_s

case 2: distance shorter than the medium-boundary
L_i = int T * L_a ds

Why is in case 2 no 'T * L_s ' Term? Is there no leaving-energy?
by XMAMan
Wed Dec 14, 2016 6:51 pm
Forum: General Development
Topic: Volumetric Pathtracing / Small UPBP
Replies: 4
Views: 13224

Volumetric Pathtracing / Small UPBP

Hello, I have a question to the PDF from the Distance-Sampling-Function in particpating media. In the SmallUPBP-Example is a function, that sample the ray-distance: virtual float SampleRay( const Ray &/*aRay*/, const float aDistToBoundary, const float aRandom, float *oPdf, const uint aRaySamplingFla...
by XMAMan
Mon Feb 22, 2016 7:56 pm
Forum: General Development
Topic: A better way to sample a sphere (w.r.t. solid angle)
Replies: 16
Views: 21731

Re: A better way to sample a sphere (w.r.t. solid angle)

Ok, here is a picture, that shows the sampled points on the disc and the resulting points on the light-source, which are used for the direct-light-calculation. The only problem is the calculation of the solid-angle/PdfA (area from the left to the right light-point). http://s28.postimg.org/5ic2ealdl/...
by XMAMan
Sun Feb 21, 2016 3:49 pm
Forum: General Development
Topic: A better way to sample a sphere (w.r.t. solid angle)
Replies: 16
Views: 21731

Re: A better way to sample a sphere (w.r.t. solid angle)

What do you think about Discsampling? There is a disk with the radius from the sphere and his center is the same as the sphere. The normal from the disc shows to the point, that you want to illuminate (hitpoint). You sample than the disc and shoot a shadow-ray from the hitpoint to the sampled disc-p...