Assignment 7 – Implicit Lighting/Tone Mapping

 

This is one bounce implicit lighting.  This means that when I send a ray into the scene, if the object that I hit is not a light, then I choose a random direction and send out another ray.  If the second ray hits a light then I add it to the color of the first object I hit.

 

When the first ray hits a light then just the value of the light is returned and is displayed to the screen.

 

I found that my initial images were getting bleached because I had to turn up the light in order to light the whole room.  Too much of the image was turning to just white and I couldn’t tell where my luminaries started and ended.  To deal with this issue I put in some tone mapping and the images turned out much better.

 

100 samples per pixel, left wall is emmisive, no tone mapping yet.

 

500 samples per pixel sphere example.

 

100 samples per pixel before adding tone mapping.

 

Finally added tone mapping.  25 samples per pixel.

 

500 samples per pixel.

 

100 samples per pixel.  Room created for Sun God model.

 

4 samples per pixel with Sun God