Hi all 🙂
I’ve been making some researches and tests in the path tracer and as a result fewer samples per pixel (spp) are required now to achieve a desired level compared with my previous implementation. Of course , for pure path tracers that´s very dependent on the scene but in general 5 times less samples are required. A scene where 1000 spp were needed before performs now at similar level at 200 spp.
The algorithm handles very well diffuse surfaces, now is the time to tackle reflective and refractive surfaces and it’s where some questions arise :
Many small projects of path tracers around the web are designed to work with a very specific BRDF model, or support only few BRDF implementations, but since the design of the Russian Roulette (if we want to account for those effects because pure statistics diminish small probability states like specular reflections ) should be tailored to certain parameters of a light scatter model, in order to design a general Russian Roulette I need to implement a physically based material with all the parameters needed for BxDF functions.
also I need good formulas for implementing tonemappers because path tracer images fall outside the (0,1) range.
the show must go on 🙂