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Hi @keithrse
In general, if you're using a JIT variant, trying to save an intermediate variable in the rendering loop is a costly operation as it will break the megakernel and split it every time you try to save the variable. |
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As I understand how mitsuba's ray propagation works, Rays are instantiated by emitters, then traced using a specified technique. Each ray however, only exists for a single intersection at which point its either absorbed (or presumably can leave the scene), or reflected. In the former case the ray is dead and its active status is set to false (presumably) and in the latter a new ray is instantiated where its parent reflected with an updated position/direction.
Question 1 : Am I on the right track regarding the mechanics?
The reason Im asking, is because what I need from mitsuba is the final position (final state) of each ray when it was absorbed, reached its max depth or in general was killed. I want the final states before they've undergone any MC integration.
Question 2 : Is it possible to extract this information, and if so where are rays killed?
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