I have changed the weights of the paths in a manner that the more probable the paths are, the more is the contribution of that path into the final gathering.
So i used , a weighted average such as this :
In this figure the w(x) is the weight of the path x , and p(x) is the probability of this path actually happening
So i had these results with the exact same materials and scene :
Without Importance Sampling (1/N) |
With weighted importance sampling |
NEXT POST : I have also implemented the specular gloss material ,as described by Phong model, and i am implementing the Schlick metallness coefficient right now
Hi,
ReplyDeleteIt looks like there is no indirect light when you use IS ! Check the shadows... if you have a naive path-tracer it will help you to test the correctness of the result ;-)
I have now seen that and i 'm trying to find the mistake. I was to eager to post that i overlooked it
ReplyDeleteIt will be ok very soon
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ReplyDeleteI found one mistake and re-checked everything, uploaded a better image. I think that you should also consider the lack of tone mapping at the moment.
ReplyDeleteEverything is linear so some tone mapping should be nice.
I will check it again but i cannot see anything else.
Generally as a work in progress , i debug the code frequently.