Lecture 13: Global Illumination & Path Tracing (78)
lycorisradiatu

I wonder if it's necessary to always include all paths with all lengths and what would happen to the images if we forget to include one.

MillerHollinger

In the instance where a 3-bounce path bounces off the light source itself, can't we reuse the calculation for a 2-bounce path? I wonder if it's possible to optimize multi-bounce using this to reduce redundant calculations.

colinsteidtmann

@MillerHollinger, I think the light energy and contribution to L is supposed to reduce every bounce, so maybe we can weigh the previous computation by a fraction? This might be complicated to implement though

agao25

@colinsteidtmann I agree, or maybe there's some way to optimize how calculations of rays might be grouped together to reduce computational load. This is definitely something I feel like industry cares a lot about and there's probably a lot of research trying to optimize and keep making better graphics. https://www.researchgate.net/publication/374347021_RESEARCH_ON_CALCULATION_OPTIMIZATION_METHODS_USED_IN_COMPUTER_GAMES_DEVELOPMENT, this research paper particularly relates to optimization in gaming. The emergence of AI graphic generation might also play a role.

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