Some pictures and videos from our own gpu-raytracer which is physically based and currently supports path tracing and stochastic progressive photon mapping with a variety of different materials.
The left statue is made of rough glass , the middle is an imitation of plastic/wax and the right statue is copper (using sopra nk-values).
Full spectral rendering using stochastic progressive photon mapping.
A comparison between pathtracing and sppm after two minutes of rendering. Click the image to see a video-capture of the rendering.
mg
Nov 7, 2012
What is the source of the luminance-difference in the between the path-traced- and SSPM-images?
starfallen
May 28, 2013
Wonderful job!
I have one question here.About the second image, a glass dragon. How do you deal with the endless total internal reflection in this scene?
I once raytraced this model and found there were many pixels suffered from endless total internal reflection, that is, when light enters the transparency model, it can’t leave.This can make these pixels black.If I set the recurrsive depth to a higher value, this problem alleviated.
Can you tell me how to deal with this problem?