Skip to content
mattebb edited this page Aug 27, 2012 · 8 revisions

Todo

Shaders

  • BDTFs (eg. dielectric)
  • Create glass BSDF, combining BRDF/BTDF -- dependent on coshader support
  • Choice of shadow types (raytraced/shadow map)
  • Adaptive sampling in integrator
  • QMC/low-discrepancy random number sampling
  • Additional glossy distribution functions eg. GGX, Beckmann
  • Solid angle -> filter region calculation for texture lookups
  • Texturable brdf properties (eg. roughness)
  • Point cloud methods:
  • caching illumination, to be read on secondary ray hits rather than shading
  • or older-style reading radiance directly from point cloud
  • Optimisations:
  • Benchmark/check different methods of sampling, eg. batching vs calling shader methods directly

Addon

Clone this wiki locally