In these two first posts, the intensity of the light is attenuating at each "hop" of the path , as a product of :
BDpathEye[eyeIndex].contribution*BDpathEye[eyeIndex].cosin*2.0*M_PIf;
(2*π is used because at this point only diffuse surfaces are concidered)
Contribution is the brdf of the ray-hitpoint.
In the next post(s) , i will try to improve this factor by adding the attenuation from the traversed distance(r^2) into the mix , also i will add refraction and specular coefficient
Cool results! Looking forward to the next post.
ReplyDeleteAwesome results! I'm also working on a OptiX based renderer, and willing to help :)
ReplyDeleteThank you all ! I'm trying every day here but i have just started, it would be nice to help eachother on the way.
ReplyDeleteJdit89 do you have a blog/site where we can see your work ? Please send it to me
sorry no blog...can you give me your email so i can send you some of my result?
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