Multi-sampling provides more useful features for our ray tracers: softer shadows from area lights and estimation of rougher surfaces with glossiness added to our reflections and refractions. For generating soft shadows, I used a combination of deterministic ray generation followed by quasi-random sampling using the Halton sequence. I did this so that I sampled the outer edges of the light disk (sphere) before doing the random sampling. This gives us softer penumbras, at the cost of more initial shadow samples.
Glossy Spheres:
render time | minimum samples | maximum samples | color variance |
---|---|---|---|
3 min 25.311 s | 8 | 32 | 0.0001 |
7 min 03.998 s | 16 | 64 | 0.0001 |
Many Colors:
to come…
render time | minimum samples | maximum samples | color variance | shadow samples |
---|---|---|---|---|
01 min 34.564 s | 4 | 8 | 0.01 | 4 / 8 |
11 min 17.756 s | 8 | 32 | 0.001 | 8 / 32 |
61 min 11.301 s | 16 | 128 | 0.0001 | 8 / 32 |