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Commit c346a275 authored by Bernhard Kerbl's avatar Bernhard Kerbl
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......@@ -263,8 +263,8 @@ Implement either motion blur or depth-of-field effects. For motion blur, you wil
\item Be careful of so-called "self-intersections". These happen when you immediately hit the
same surface that you started your ray from, due to
inaccuracies in floating point computations. You can avoid these by
offsetting rays from their start with a small $\epsilon$. The \texttt{min} parameter
of the ray can help you there!
offsetting rays in the normal direction of the surface with a small $\epsilon$.
Use \texttt{Epsilon} defined in \texttt{nori/common.h}.
\item Hemisphere sampling and light source sampling are two methods to compute the same integral. Therefore, given enough samples, they both should converge to the same result.
\item The framework is using Eigen under the hood for vectors and matrices etc. Be careful when using \texttt{auto} in your code \href{https://eigen.tuxfamily.org/dox/TopicPitfalls.html}{(Read here why)}.
\item Please use TUWEL for questions, but refrain from posting critical code sections.
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