homogeneous medium under directional emitter #415
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Hi @boringfish , It is hard to tell whether something is wrong or if this is the actual true result. Could you maybe try to set the Also it would be useful to check how the regular |
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It could be a limitation of our implementation of the volumetric path tracer @dvicini ? |
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This is a limitation of any standard Monte Carlo path/light tracing method. When setting the light source to be a non-area source (point light, spot light, directional light) almost all light transport in the scene involves "SDS" paths, which those techniques sample with zero probability. To get an image, you would need some variation of this technique: https://rgl.epfl.ch/publications/Zeltner2020Specular that isn't currently implemented in baseline Mitsuba. What I would do in your case is to approximate the directional light source using an envmap that has a small subset of pixels turned on (but expect quite noisy images in that case). |
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Thanks for all of your detailed discussions @wjakob @Speierers . Since non-area source cannot fit homogeneous medium, I tried to use a disk- area source to approximate directional emitter, and found that it can show a great subsurface scattering effect. And I will also try Specular Manifold Sampling in the future. By the way, I think extending the current Particle tracer from the surface to volume (e.g. |
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Adding support for participating media (e.g. volumes) in the particle tracer isn't currently on our roadmap. In case you take a stab at this, feel free to open a PR so we can discuss the proposed changes. |
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This is a limitation of any standard Monte Carlo path/light tracing method. When setting the light source to be a non-area source (point light, spot light, directional light) almost all light transport in the scene involves "SDS" paths, which those techniques sample with zero probability. To get an image, you would need some variation of this technique: https://rgl.epfl.ch/publications/Zeltner2020Specular that isn't currently implemented in baseline Mitsuba. What I would do in your case is to approximate the directional light source using an envmap that has a small subset of pixels turned on (but expect quite noisy images in that case).