@@ -35,7 +35,7 @@ Additionally, any object can be made into an emissive area light by changing its
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@@ -35,7 +35,7 @@ Additionally, any object can be made into an emissive area light by changing its
In Render mode, simply check the box for "Logged Rays", and you would be able to see the camera rays that you generated in task 1 when you start render.
In Render mode, simply check the box for "Logged Rays", and you would be able to see the camera rays that you generated in task 1 when you start render.
@@ -79,7 +79,6 @@ if we want our new distribution to still integrate to 1, we must divide by sin(\
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@@ -79,7 +79,6 @@ if we want our new distribution to still integrate to 1, we must divide by sin(\
Altogether, the final Jacobian is (wh / 2pi^2 sin(\theta)).
Altogether, the final Jacobian is (wh / 2pi^2 sin(\theta)).
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### Tips
### Tips
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@@ -92,16 +91,9 @@ Altogether, the final Jacobian is (wh / 2pi^2 sin(\theta)).
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@@ -92,16 +91,9 @@ Altogether, the final Jacobian is (wh / 2pi^2 sin(\theta)).
- If you didn't use the ray log to debug area light sampling, start using it now to visualize what directions are being sampled from the environment map.
- If you didn't use the ray log to debug area light sampling, start using it now to visualize what directions are being sampled from the environment map.