Tangents computation problem

Practical and theoretical implementation discussion.
graphicsMan
Posts: 160
Joined: Mon Nov 28, 2011 7:28 pm

Re: Tangents computation problem

Postby graphicsMan » Fri Jan 06, 2012 3:45 pm

Yes, but one thing at a time :) Do you have a simpler mode than metropolis? If you've got a metropolis-based renderer, it should be super trivial for you to code up a regular path tracer.

0) write simple path tracer
1) use mersenne twister (or variant) for your RNG
2) make sure basis created from normal works for pure diffuse materials
3) once this works, you can go back to your old RNG (if you still want to)
4) once this works, go back to your original rendering algorithm
5) reintroduce the consistent tangent code so that anisotropic materials will work

spectral
Posts: 382
Joined: Wed Nov 30, 2011 2:27 pm
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Re: Tangents computation problem

Postby spectral » Fri Jan 06, 2012 3:58 pm

Of course,

I'm playing with... and work on the GPU... I don't use any mersenne twister by maybe I will give a try... (I have try so much RNG methods :-P)
I will reactive some old RNG I have and will see...

Thanks ;-)
Spectral
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