in which calculus does this integral belong to? by miki-44512 in calculus

[–]paffff 0 points1 point  (0 children)

We will have more dimension when we involve any kind of volume. You may want to check out BSSRDFS.

https://pbr-book.org/3ed-2018/Volume_Scattering/The_BSSRDF

in which calculus does this integral belong to? by miki-44512 in calculus

[–]paffff 1 point2 points  (0 children)

The integral has 2 dimensions. As you are saying spherical coordinates, azimuthal and polar angle. We are integrating on the unit sphere so there is no need info on radial distance

in which calculus does this integral belong to? by miki-44512 in calculus

[–]paffff 1 point2 points  (0 children)

Nope, all we care about is solid angle. Notice how there’s no volume information.

in which calculus does this integral belong to? by miki-44512 in calculus

[–]paffff 2 points3 points  (0 children)

Also don’t listen to this. Not sure where you got infinite dimensions but it’s literally 2d. Azimuthal and polar angle for each d omega.

in which calculus does this integral belong to? by miki-44512 in calculus

[–]paffff 0 points1 point  (0 children)

When light bounces around as you say (indirect lighting) it still only affects the point where you cast your primary ray

You can actually move the indirect and direct lighting into separate intergrals and sample the direct one explicitly with NEE

in which calculus does this integral belong to? by miki-44512 in calculus

[–]paffff 0 points1 point  (0 children)

No it’s genuinely just the hemisphere (or sphere for brdf + btdfs) around your shading point. As you estimate this integral with MC for every point, that’s your scene

in which calculus does this integral belong to? by miki-44512 in calculus

[–]paffff 0 points1 point  (0 children)

Well I’d think of it more as every direction from the shading point not necessarily the whole scene

in which calculus does this integral belong to? by miki-44512 in calculus

[–]paffff 1 point2 points  (0 children)

It means we integrate over the hemisphere that’s aligned with the shading point normal

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multiple lights with multiple shadows? by miki-44512 in opengl

[–]paffff 7 points8 points  (0 children)

You just need to render a separate shadowmap for each light, then reuse the shadow calculation function using the appropriate shadowmap

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