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Assignment 7 – Implicit Lighting/Tone Mapping |
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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. |
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When
the first ray hits a light then just the value of the light is returned and
is displayed to the screen. |
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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. |
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100 samples per pixel, left
wall is emmisive, no tone mapping yet. |
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500 samples per pixel sphere
example. |
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100 samples per pixel before
adding tone mapping. |
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Finally added tone
mapping. 25 samples per pixel. |
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500 samples per pixel. |
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100 samples per pixel. Room created for Sun God model. |
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4 samples per pixel with Sun
God |