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mattebb edited this page Jul 10, 2012
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- Remove sample precalculation from importance sampled env light
- 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