*** Wartungsfenster jeden ersten Mittwoch vormittag im Monat ***

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Commit 3fa71f4f authored by Adam Celarek's avatar Adam Celarek
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Merge branch 'master' of gitlab.cg.tuwien.ac.at:bkerbl/rendering-lecture

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......@@ -98,7 +98,8 @@ Since Nori's main loop already takes care of computing the mean for MC integrati
In addition, you will need a function that can turn a uniformly random 2D value between 0 and 1 into a uniform hemisphere sample $\omega$.
This transformation is called warping.
You can draw the 2D random values from the \texttt{sampler}.
You can then apply the formulas from the lecture or look at \texttt{Vector3f Warp::squareToUniformHemisphere(const Point2f \&sample)} inside \texttt{warp.cpp} and \texttt{warp.h} to generate $\omega$.
Apply the formulas from the lecture or look at \texttt{Vector3f Warp::squareToUniformHemisphere(const Point2f \&sample)} inside \texttt{warp.cpp} and \texttt{warp.h} to generate $\omega$.
Make sure to bring $\omega$ to world space before tracing (\texttt{.shFrame.toWorld}).
Pay attention to the individual mathematical factors (including those inside $\f{p}(x)$), some of them cancel out and don't need to be computed at all!
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