README: precise lineage — Whitted with stochastic sampling, not path tracing
'Path tracing' in graphics literature means Monte Carlo solution of the rendering equation, with random hemisphere sampling at every diffuse surface and indirect light transport. card.cc has none of that — the floor branch in S() returns immediately with a flat ambient term and casts no new rays. What it actually does is Whitted-style recursive specular reflection (mirrors only), with distribution-style stochastic sampling layered on top for soft shadows, depth of field, and AA. Group the stochastic features (soft shadows, DOF, AA) under that qualifier; keep mirror reflections, checker floor, and sky gradient as separate non-stochastic features.
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# card-raytracer
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A study of [Andrew Kensler's "business card raytracer"][aek] — a complete
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recursive path-tracer with soft shadows, depth of field, anti-aliasing,
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reflections, a checker floor, and a sky gradient, all crammed into a
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single C++ source file small enough to print on the back of a business
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card.
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**Whitted-style raytracer with stochastic sampling** for soft shadows,
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depth of field, and anti-aliasing, plus mirror reflections, a checker
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floor, and a sky gradient, all crammed into a single C++ source file
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small enough to print on the back of a business card.
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> **`card.cc` is exactly 1337 bytes.** Yes, **leet**. Verify it yourself:
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>
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