# Tag Info

Accepted

### Measure (or Jacobian) conversion for direction sampling

If your map $\omega:[0,2\pi) \times [0,\pi] \to \mathbb{S}^2\subset \mathbb{R}^3$ is the standard spherical coordinates map: $$\omega = (\cos\phi \sin\theta, \sin\phi \sin\theta, \cos\theta),$$ then ...
• 2,226
Accepted

### Confusion about the bias during Monte Carlo integration

I think so. I did some numerical experiments using Monte-Carlo intergation. discard no-discard within-range uniform GT $x^2,x\in[0, 2)$ 14.705318 2.66772274 2.6668968 2.666666 $\sin x, x\in[0, \pi)$...
• 36
Accepted

### What is the "kernel" in learnopengl SSAO tutorial?

In this context, the 'Kernel' is the set of samples that are used in the 'Screen Space' domain. The name Kernel comes from image kernel (i.e convolution). The kernel contains the sample data that is ...
• 456
Accepted

### How does a path tracer capture light falloff if it deals exclusively with radiance?

The inverse square law does not apply to radiance. We can compute irradiance as \begin{align} E(x, \Omega) &= \int_{\Omega} L_i(x, \omega_i) \underbrace{\cos\theta_x}_{N_x \cdot \omega_i} \, dA(\...
• 2,226
Accepted

### Conditionally sample from texture in shader

How can I conditionally decide in the shader whether to sample from the texture or not? Abstractly, this is simple: Add a vertex attribute that specifies whether to use the texture or not. Set that ...
• 1,081
1 vote
Accepted

### Evaluating the Rendering Equation by hand (simple case)

Probability Density Function Say you want to uniformly generate directions only within $\theta \in [0,\delta)$. We know that the probability density w.r.t. the solid angle measure must be constant and ...
• 2,226
1 vote

### White spots when rendering diffuse material with environment light

I think this question lacks some additional information. I used your code to implement a simple diffusive color visualizer, and found nothing strange: 'Guassian' surface Lambertian surface (Note ...
• 827

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