Project 10 - Soft Shadows & Glossy Surfaces

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

soft shadows, glossy surfaces


Softer Shadows

no deterministic samples


Many Colors

many colors, greater sample count


Buggy Images


Details

Specs

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