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Thanks, for reflectance data it is piecewise linear data baked to textures. Where I only have RGB I convert using the method by Brian Smits. Integration importance samples 3 wavelengths and traces them together (no dispersion yet).
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Are you using hero wavelength sampling for integration? Sampling 4 wavelengths rather than 3 significantly improves colour noise at no extra cost (assuming simd)
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I am importance sampling 3 wavelengths independently (the code does compare with hero wavelength sampling though). Is running on GPU so 3 wavelengths is a perf win vs 4. :)
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