Realistic Ray Tracing

Homework 1 - Monte Carlo Summation
Homework 2 - Monte Carlo Integration
Homework 3 - Macbeth Color Checker XYZ
Homework 4 - Macbeth Color Checker
Homework 5 - Cornell Box
Homework 6 - Ward BRDF
Homework 7 - Mixture Density
Homework 8 - Participating Medium
Homework 9 - Rayleigh Scattering
Homework 10 - Subsurface Scattering
Homework 11 - Dielectric Material
Homework 12 - Final Image

Homework 7 - Path Trace with Mixture Density

The images below show a series of path tracing results using different incident ray computation techniques. Each image computes with 3200 samples per pixel with identical exposure and gamma correction settings. The first image shows incident ray computations based purely on uniform sampling over the hemisphere. This is a "dumb" technique that is incapable of being fooled by pathologically set up environments for the ray tracer. The second image is sampled purely by the material properties of the object's hit. This more quickly captures the material properties by importance sampling the rays that matter to the material. The third image shows light sampling which shoots incident rays according to the light sources weighted by their luminance properties. This quickly captures the shadows and lighted regions of the box. The final image combines these three sampling techniques, allowing the image to more quickly and accurately converge to the correct image. These images use 256 samples per pixel to show the quick advantage of the combined sampling technique.

NOTE: decoupled the wavelength stratification from the pixel's (u,v) stratification, fixing the red pixels along the top and the blue pixels along the bottom of horizontal edges within the image from the previous homework.
Uniform Sampling
Material BRDF Sampling
Light Sampling
Mixture Density Sampling (weighted 1/3rd each of the above)