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clam

It seems like allowing refractory bounces to die less often than normal bounces would help make the scene look closer to the higher-bounce versions in the places where the major differences occur---namely the glass. Is this a common-ish rendering tactic?

keenan

@clam That's a nice idea. For instance, you could use Russian roulette to kill diffuse paths with higher probability than specular paths. It's of course a heuristic, and may not work out well for all scenes: for instance, you can imagine a scene with a lot of very bright diffuse surfaces (e.g., white painted walls in direct sunlight) and a lot of dark refractive surfaces (e.g., nearly black gemstones sitting in the shadows). In this case you might still be putting a lot of effort into something that doesn't matter. Coming up with strategies that work well for scenes you didn't anticipate is kind of the "name of the game" in rendering. A classic paper in this spirit is the one on Multiple Importance Sampling by Veach and Guibas.