So the Global Illumination has better results and also cheaper in computation cost?
motoole2
@tracychen Direct illumination + reflectance + transparency shown on the previous slide only captures a subset of ways that light interacts with the scene. While a rasterizer (our OpenGL pipeline) can simulate direct illumination pretty efficiently, it is much harder to simulate light that bounces around an environment multiple times. This global illumination solution image represents a photorealistic rendering, because it captures all components of light, including light that bounces around the scene N times. However, computing this image tends to be much more expensive! Hence why path tracers are generally pretty slow (as you will see with Assignment 3!).
So the Global Illumination has better results and also cheaper in computation cost?
@tracychen Direct illumination + reflectance + transparency shown on the previous slide only captures a subset of ways that light interacts with the scene. While a rasterizer (our OpenGL pipeline) can simulate direct illumination pretty efficiently, it is much harder to simulate light that bounces around an environment multiple times. This global illumination solution image represents a photorealistic rendering, because it captures all components of light, including light that bounces around the scene
N
times. However, computing this image tends to be much more expensive! Hence why path tracers are generally pretty slow (as you will see with Assignment 3!).