Source code for pbrt, the renderer described in the third edition of "Physically Based Rendering: From Theory To Implementation", by Matt Pharr, Wenzel Jakob, and Greg Humphreys.
I completely understand if this is the wrong place to ask, but I thought I'd wing it as you were kind enough to help me with adjoint light transport before.
Sorry if this isn't the right place to ask, Matt.
I'm currently implementing recursive mis from the Streaming BDPT algorithm, as presented in Dietger van Antwerpen's thesis (page 71) https://drive.google.com/file/d/0B9-nZAz05kYqVDNLX0p2Q1Q5S1E/view
For a path X composed of a light path
y_{1} .. y_{s}
and an eye pathz_{1} .. z_{t}
we need to compute probabilities with respect to area of the form:However, when the eye path scholastically hits an emitter we have paths of the form:
Where there is no
y_{0}
. Is it correct to say thatPa( z_{t-1} -> z_{t} -> y_{0}) = 1
as it is the probability of being atz_{t}
and staying there?Similarly, in the case of computing:
Is this the probability of being nowhere and and just sampling
z_{t}
from the area of the triangle? That is:I completely understand if this is the wrong place to ask, but I thought I'd wing it as you were kind enough to help me with adjoint light transport before.
Best, Joss