Lecture 13: Global Illumination & Path Tracing (10)
kalebdawit

When calculating the irradiance at that pixel, do we also add any direct light rays to this reflection sum? And if so, do we manipulate or weight the combination of reflected and direct light onto a point in any special way?

ShonenMind

@kalebdawit Yes, I think we should definitely add any other direct light rays, because to calculate irradiance at a pixel, we want to consider all the light rays shining on the pixel. In terms of a linear combination, we probably don't need to do this ourselves manually? This is because if there are light rays hitting a pixel at, say, an angle, then this light will not be very bright, so the "weightedness" sort of takes care of itself already.

S-Muddana

Yes, it's crucial to incorporate both direct light rays and reflections when calculating the irradiance at a pixel. Direct light rays contribute to the illumination of the pixel without bouncing off surfaces, while reflections capture indirect lighting effects. The weighting of these contributions is automatically handled based on factors like intensity and surface properties, ensuring accurate simulation of lighting conditions in the rendered scene.

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