More specifically: prior to this, SurfaceLights returned the shadow ray direction vector to use. That was fine, but it kept the responsibility of generating proper offsets (to account for floating point error) inside the lights. Now the SurfaceLights return the world-space point on the light to sample, along with its surface normal and error magnitude. This allows the robust shadow ray generation code to be in one place inside the renderer code. |
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.. | ||
distant_disk_light.rs | ||
mod.rs | ||
rectangle_light.rs | ||
sphere_light.rs |