Original Post
hi! I am on the verge of implementing the rayshading kernel for my GPGPU raytracer. I was wondering if we need to adjust the raytrace lighting calculations (phong)? coz I could obtain a roughly accurate location of a hit location(from barycentric coordinates). And I was wondering if we could *directly* compute with the light and view vectors. what abt those tangent,binormal,normal calculations that are used for rasterization-based fragment lighting? Are there anything suitable to be used for raytraced lighting as well? thx! RC