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This issue tracks a list of possible improvements for the path tracer implementation. There should be no visible changes outside of the renderer internals.
simpler eyelight make everything diffuse
camera light with diffuse + specular
use a point formulation
consider using either recursion or an explicit loop but over a separate function, this allows us to "schedule rays"
resolve coverage and envmap visibility at the camera not in the shaders --- the makes opacity less nice, but oh well
add a background to the render options so that we always integrate explicitly, even in the case of no hits
metallic -> reflective
only shclick fresnel?
The text was updated successfully, but these errors were encountered:
This issue tracks a list of possible improvements for the path tracer implementation. There should be no visible changes outside of the renderer internals.
The text was updated successfully, but these errors were encountered: