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Adding cos(θ) from rendering equation ruins the renderings

What coordinate system did you use for intersection.normal and scattered_ray.direction? A typical way would be sampling the scattering direction in the local space and then transforming it into the ...
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  • 11
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Ray Tracing With Continuous Refraction

You can refer to the available literature on the topic. The papers I am aware of are: Ray Tracing in Non-Constant Media and Interactive Rendering of Non-Constant, Refractive Media Using the Ray ...
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  • 1,838
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mapping of a point from a sphere into UV plane

I found the answer, someone pointed me to the spherical coordinates system and it is the exact match. as shown here The only difference is that, this assumes phi is actually calculated from the z-axis ...
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