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mattebb edited this page Jul 2, 2012 · 5 revisions

Shaders

  • BDTFs (eg. dielectric)
  • 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
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