John VanSickle <evi### [at] hotmail com> wrote:
> > Yes. This should be implemented at some point to enable accurate dispersion.
>
> I should say that the weakness of this approach is that a surface that
> is supposed to be a uniform color will now appear to be a mixture of
> pixels that average to that color.
Then you just have to give it a few more days to render and the variance will go
away :-)
> > I start the rays from film plane so all rays always hit the film. I'm not sure
> > if anyone does it the other way and how it works in practice.
>
> So it traces from 'film' to light source, instead of the other way
> around? I had assumed that it went the other way. Maybe I could try
> writing a renderer that does that.
Join the crowd! If you start from light sources you have to have some clever way
to get the rays inside camera view angle and then hit the camera. The other way
around you have to make them hit the light sources eventually. Both are
plausible but I have no idea how to prevent from shooting totally unnecessary
rays (ie. those just misses the camera) with the first method.
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