calulated with a standard (scanline) tracer |
calculated with a PSR (Pixel-Selected Ray-Tracing) tracer |
rendered with an uniformly distributed random tracer |
calculated with an interlace tracer, with an interlace step of 8 |
rendered with direct and diffuse lighting (with Radiance) |
Rendered with Radiance and only diffuse lighting, you can see some
dark spots in the corner. The cause for that is, that some rays shot through the wall because of numerical problems of the ray tracing algorithm. |
As you see here, the starting point P is too near at the right plane and because of this the Ray S2 shots through that plane. |
The solution to that problem is, to move the starting point P
a little bit away from that plane (in the opposition direction of the incoming ray S). As a result, the distance between P0 and the right plane is now big enough, so no ray will shot through that plane. |
Direct lighting by a point light covered by a box only open to the left
|
Direct and diffuse lighting of that box - you can see some artefacts here, which appear due to the big difference in lighting inside and outside of the box. Because of that the possible error of Monte Carlo sampling is high. |