Re:Porting a Ray Tracer to Rust, Part 1
by damon_c on Wednesday December 31, 2014 @11:39AM
(#8819965)
One of the main concepts in physically based rendering, more than whether it uses path tracing or ray tracing or global illumination, is the notion of correctly modeled energy conservation with respect to the rendering of surfaces.
Re:Porting a Ray Tracer to Rust, Part 1
by darkpore on Wednesday December 31, 2014 @11:44AM
(#8819986)
Rather ironically, Arnold's standard shader still has bugs meaning its Cook-Torrance microfacet model isn't completely energy conserving at glancing angles...
Re:Porting a Ray Tracer to Rust, Part 1
by damon_c on Wednesday December 31, 2014 @12:24PM
(#8820142)
Interesting. It's been around long enough you'd think they would have worked out those details. I just linked it because I felt it gave the clearest explanation of the concept.
have a look at this link: https://support.solidangle.com/display/AFMUG/Standard