Radiance at distance x in direction ω (1) Welcome Back! In the last part we covered how to sample a procedural sky. Today we are going to take a look at , in what context these sampling technique is used. We will also go over topics of how to light a volume and how transmittance effects lighting. To be able to understand lighting in it’s complete context, we will also cover phase functions and the
Volumetric Rendering Equation (1) Hello Again! It’s been a long time since my last blog post, but with a good reason. I was focused on delevoping a volumetric rendering system and that almost came to an end. In these “Volumetric Path Tracing” series, I will try to share my findings and hopefully help someone who wants to start from a minimal system with actual code and explanations. To remind you
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