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 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 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 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 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) |