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Lecture 13: Global Illumination and Path Tracing (113)

Just confirming, is this the reason we add EPS_D to our ray's origin when doing light bounces in the project? We are essentially implementing the 3rd remedy in this slide? If this is the case, how is the EPS_D chosen in the project to avoid the problem of choosing something that is too big or too small?


I actually ran into the problem of floating point imprecision in proj3-1. I had spent many hours debugging the project just to realize that the noise/granularity of my renderings was due to the imprecise calculations with floats! So I actually learned first hand why it is important not gloss over this important detail!


What does it mean by re-intersection with the last object hit?


How would one decide on an offset value? Trial and error?

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