Here I show progressive rendering in earlier version of my path tracer
2 small boxes, 1 bunny and 1 plane illuminated with Environment light.
Interactive rendering in Colibri
it would be cool if you'd actually render a preview while moving the objects, it could be noisy, but something more than just black with the selection-box outline. the quality looks nice and for non-SIMDyfied it also looks fast.
Very nice! Your importance sampling seems to be really good, very high quality for such low sample per pixel counts. I see a metropolis hastings demo on your playlist so I assume you are using MLT or at least BDPT? Are you using a kd-tree or a BVH for your acceleration structure?
Nice work
Nice work
![:) smile.png](http://public.gamedev5.net//public/style_emoticons/default/smile.png)
“If I understand the standard right it is legal and safe to do this but the resulting value could be anything.”
it would be cool if you'd actually render a preview while moving the objects, it could be noisy, but something more than just black with the selection-box outline. the quality looks nice and for non-SIMDyfied it also looks fast.
ok It's all about performance. This is old version as I said it. After that I added packet tracing for primary rays and reordered code more SIMD friendly style. New version is still under development but it works much faster.
Very nice! Your importance sampling seems to be really good, very high quality for such low sample per pixel counts. I see a metropolis hastings demo on your playlist so I assume you are using MLT or at least BDPT? Are you using a kd-tree or a BVH for your acceleration structure?
Nice work![]()
Thanks, This is simple unidirectional path tracing, BRDF sampling covers 90% of important paths. In this case(open scene with env light) metropolis isn't recommended. BDPT and MLT is more suitable for indoor scenes with difficult illuminations.
I'm using BVH and ordered traversal.
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