Results - Scene 1

This is a simple scene including two spheres, one box (ground) and one point light source and below are the rendering of the same scene using different parameters. One can immediately realize the anti-alliasing effect using more than one sample per pixel

1 sample (2x2) samples (4x4) samples
1 sample for each pixel (2x2) samples for each pixel (4x4) samples for each pixel

Second, we would like to demonstrate the effects of using an area light source and compute shadows using randomly sampled multiple rays between the intersection point and the light sources. For this part, we assumed a sphere light source with a radius of 3.0. Below we demonstrate some images generated using different parameters:

(2x2) samples for each pixel, 16 rays for the area light source (2x2) samples for each pixel, 64 rays for the area light source
(2x2) samples per pixel
and 16 rays for area ligh source
(2x2) samples per pixel
and 64 rays for area ligh source

Below we also demonstrate some results using (4x4) samples per pixel and different number of rays for each area light source. As can be seen from these results, 128 samples is usually enough to obtain a nice soft shadow effect.

(4x4) samples for each pixel, 16 rays for the area light source (4x4) samples for each pixel, 64 rays for the area light source (4x4) samples for each pixel, 128 rays for the area light source (4x4) samples for each pixel, 200 rays for the area light source
(4x4) samples per pixel
and 16 rays for area ligh source
(4x4) samples per pixel
and 64 rays for area ligh source
(4x4) samples per pixel
and 128 rays for area ligh source
(4x4) samples per pixel
and 200 rays for area ligh source

In addition to soft shadow effect, we can also generate gloss effect using distributed ray tracing by generating multiple samples for each reflection ray. Below are some sample results generated with different parameters to demonstrate this effect:

(2x2) samples for each pixel, 16 rays for the area light source and reflection rays from the range of [0-1) (4x4) samples for each pixel, 200  rays for the area light source and sampling range for 16 reflection vectors is [0-1) (4x4) samples for each pixel, 200 rays for the area light source and sampling range for 32 reflection vectors is[0-1)
(2x2) samples per pixel
and 16 rays for area ligh source
16 rays for reflection vectors
randomly jittered from the range [0-1)
(4x4) samples per pixel
and 200 rays for area ligh source
16 rays for reflection vectors
randomly jittered from the range [0-0.1)
(4x4) samples per pixel
and 200 rays for area ligh source
32 rays for reflection vectors
randomly jittered from the range [0-1)

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