Discussion of Report 2 1.To include the indirect lighting from a large diffuse surface such as the floor or a wall. 2.To compute the lighting from area.

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Presentation transcript:

Discussion of Report 2 1.To include the indirect lighting from a large diffuse surface such as the floor or a wall. 2.To compute the lighting from area light sources WITHOUT using the Phong lighting model. That means your ray path (starting from the eye) gets no intensity if it does not intersect with any light source.

Q1: Indirect Lighting from Diffuse Surfaces Naïve approach: Monte Carlo Integration –Efficient issues if the light path has 2 or more diffuse vertices. Any speedup for special cases? –Considering just one-bounce indirect lighting?

Q2: Replacing Phong Lighting Phong: I = Ka*Ia + kd*Id + Ks*Is = Ka*Ia + {Kd*(N · L)+ Ks* (N · H) n } * Ii In short, we compute a ratio of Ii Consider this scenario:

Announcement Start planning for project proposal!

Project Suggestions 1.Rendering of a large scene and acceleration with kd-tree or BVH. 2.Integration of Ray Tracing with: –Mobile devices (Android or iOS) –OpenGL applications 3.Photon Mapping (with simplified photon caching and final gathering). 4.Study of Monte Carlo Path Tracing with Multiple Importance Sampling

Example of Large Scenes Conference Room, Sponza, Sibenik, San Miguel, …etc. from McGuire Graphics Data (

Photon Map Further reading: SIGGRAPH 2008 Course at

Multiple Importance Sampling

Stanford Rendering Competition