GSoC 2022: Many Lights Sampling in Cycles X (Weekly Report)

Weekly Report #3 (6/27 - 7/03):

This week, I cleaned up some of my work and performed a bit more testing with emissive triangles and distant lights. Here’s a more technical post about how all the different light types were implemented. Again, the tests I did were mostly simple scenes, like this one with 2 emissive triangles:


As I did this testing, I realized that I still haven’t updated some of the multiple importance sampling logic (for indirect lighting). This will be the main focus of my work for next week. I also created a scene that I’d like to use to verify some of the importance heuristic calculations.

Objective for Week #4:

I’d like to complete the following for next week:

  • Fix the PDF calculations done for multiple importance sampling
  • Debug some of the issues mentioned in the feedback thread
    • In general, I’m going to try to start debugging bug reports sooner rather than later, so that I don’t introduce too many new features that will make it much more difficult to debug
      • It’s also good to know which things are actually bugs at the moment, compared to things that aren’t working just because they have not yet been implemented
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