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2 votes
1 answer
62 views

Lots of bad samples (below the hemisphere) when sampling the GGX VNDF

1 vote
0 answers
59 views
+50

Darkening in ReSTIR DI spatial reuse implementation

0 votes
0 answers
15 views

Reverse path tracing implementation trouble

0 votes
1 answer
30 views

Measuring sphere angles to triangle

0 votes
0 answers
26 views

Why am I getting darker results in RGB grid volume rendering?

3 votes
1 answer
116 views

How to have caustics at all in a path tracer with next event estimation?

1 vote
1 answer
48 views

Multiple Importance Sampling BSDF + Light - weights confusion with the number of emissive triangles

2 votes
1 answer
68 views

How is Shader Execution Reordering implemented under the hood?

1 vote
1 answer
392 views

Importance sampling of the blinn-phong brdf in pathtracing

2 votes
1 answer
59 views

Direct Light Sampling produces way too bright images compared to naive diffuse bounces only

2 votes
0 answers
95 views

Multiple importance sampling with Next Event Estimation gathers less energy compared to One-sample-model

1 vote
1 answer
70 views

Fixing bias in Specular lobe

0 votes
1 answer
98 views

What are some ways of modelling data for GPU side where e.g. OOP is not available?

0 votes
1 answer
102 views

Forward path tracing versus backward path tracing. How may I achieve realistic shading in forward path tracing?

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