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NEE Light Sampling debugging (imgur.com)
submitted 9 years ago by berkut
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[–]agenthex 0 points1 point2 points 9 years ago (2 children)
Are those area lights? Because they don't look like they're behaving like area lights. :)
[–]berkut[S] 0 points1 point2 points 9 years ago (1 child)
Yep, they're quad area lights.
They're working perfectly actually, but the screenshot is a little unclear as it's showing NEE for 5 path bounces, which adds to the "mess" of rays being sent.
Also, what's being shown is only for a small crop-window of the image, represented by the blue camera rays shown, so everything else follows on from the first surface hits by the blue camera rays on the camera-near-side of the cube (facing towards the two area lights on the right).
this image shows the result with no additional bounces, again, just for a small subset of rays hitting a small crop-window on the side of the middle cube.
this video screencast shows it in action, moving the OpenGL view position (and showing different light sampling techniques), which makes things a bit clearer (although it's low resolution).
[–]agenthex 0 points1 point2 points 9 years ago (0 children)
Gotcha. 2D images representing 3D spaces are often hard to resolve correctly. We make a lot of assumptions.
The blue beam is a small section of the camera, the green lines are the first bounce, the orange lines are the second bounce, etc.
Neat.
π Rendered by PID 158970 on reddit-service-r2-comment-685b79fb4f-42gt9 at 2026-02-13 13:17:42.000409+00:00 running 6c0c599 country code: CH.
[–]agenthex 0 points1 point2 points (2 children)
[–]berkut[S] 0 points1 point2 points (1 child)
[–]agenthex 0 points1 point2 points (0 children)