this is my first post on the Computer Graphics Stackexchange forum. Apologies in advance if I am doing something wrong.
I have the problem that I have a scene with overlapping geometries. To be more precise, my scene is a Cornell Box, where the ceiling and the area light are quads that are lying in the same plane, e.g. are having the same height value:
This image is rendered by our "home renderer" and I am working on the integration of Intel's Embree framework into it, to accelerate the ray casting process.
When I render the scene with the help of Embree, it looks like this:
(There is nothing wrong with Embree itself, but probably with what I am doing with it) What is immediately visible is that the ceiling looks more "grainy" or noisy and that pixels in the area light have the colour of the ceiling.
I strongly believe that this has something to do with the fact that the ceiling and the area light are lying in the same plane. So my question is: when such overlapping geometries are intersected with a ray, how does one choose which of the two geometries should be prioritized?
I did a short experiment in Blender with two cubes with different materials:
Then I moved the green cube "into" the red one, meaning I assigned the same position, such that the two cubes are overlapping.
This is what the Cycles renderer gave me:
Does anyone know what is going on? How can I handle the situation of overlapping geometry in my ray tracer? Many thanks in advance for your help and support. Have a nice Weekend!
Kind regards Sebastian