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Thanks for your great work.
As described above, is this method useful for light map baking? In light map baking, the distance between revels is large due to the resolution of light map and the distribution of radiance isn't narrow enough (smooth), so is this method still helpful for baking?
The text was updated successfully, but these errors were encountered:
That really depends on the complexity of your scene.
Like all other guiding methods, this method can help you with sampling the incident radiance better than just sampling your BSDF and direct illumination.
So, when you have complex indirect illumination, it may be able to help you.
E.g., narrow, winding corridors with a light source at the end that is only visible after multiple bounces or light shining through an ajar door.
On the other hand, if everything is diffuse, I guess you can also write a very efficient path tracer with very little branching that can easily produce at least 4-8 samples in the time it takes to generate one sample with path guiding.
For common scenes, where light sources can be reached easily, you will probably benefit more from only optimizing the direct illumination sampling.
Thanks for your great work.
As described above, is this method useful for light map baking? In light map baking, the distance between revels is large due to the resolution of light map and the distribution of radiance isn't narrow enough (smooth), so is this method still helpful for baking?
The text was updated successfully, but these errors were encountered: