Some updates about my current project. PearRay!
It’s yet another ray tracer with pure focus on spectral rendering and global illumination.
In the future I will post more information about the development process and the underlying principles and my own problems with it. Today some inside pics to the (broken) sampling procedure.
I use sampling nearly everywhere, but we will focus on pixel sampling. Below are some pictures made with the current available sample modes in orthographic projection and sample count = 8:
You can see that there is a problem with “off” and “uniform” sampling. This is due to the float precision which is not enough in the current renderer implementation. It’s one of the major issues.
The problem is much bigger in the perpective view.
Hope you had a good inspiration. Sorry that there is not that much information recently. I produce more than I write. :/