Has anyone found progressive depth for a path tracer? Also would path tracing with out square roots be a good thing for real-time?
I have been working on a progressive depth algorithm and have actually done it. The algorithm doubles my render time in my real time path tracer but, at some cost of it being more based on how much time you want to give the render.
For the square rootless idea I have been working on an opengl based path tracer kind of a hybrid. Other wise that is not fully done.
Would any of these be useful? Have people already done this? That's all of my questions.
Practical and theoretical implementation discussion.
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