POV-Ray : Newsgroups : povray.unofficial.patches : Importance sampling of phong brdf : Re: Importance sampling of phong brdf Server Time
3 Jul 2024 00:54:07 EDT (-0400)
  Re: Importance sampling of phong brdf  
From: Christoph Hormann
Date: 16 Apr 2003 15:41:19
Message: <3E9DB1DE.706AEE9B@gmx.de>
Mael wrote:
> 
> > Is this based on actual measures?  I would assume the calculation of the
> > sampling directions is negligible on terms of computation time in
> > comparison to the actual shooting of rays.  Isn't it possible to calculate
> > the sampling directions and their weights in advance anyway?
> 
> Yes it would be possible (you need a set of samples for each different
> phong_size). And you're right, calls to trace() are certainly what make it
> slow

Yes, they could be stored as part of the finish when the new feature is
used in it.  

> as i'm not planning to release more mlpov versions here is the code for
> people interested (it still needs some work)
> it uses a 2D halton sequence for random variables to compute the sampling
> directions
> the function have the finish metallic as i think it's possible to use it but
> this not done
> 
> [...]

Thanks.  I assume it is called in 'compute_lighted_texture()' like
'Compute_Ambient()'.  You will probably also have to use some mechanism
like 'recursion_limit' to control recursion.  

Christoph

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