ReGIR - An advanced implementation for many-lights offline rendering
The many-lights sampling problem To render a 3D scene, a naive “brute-force” path tracer sends out rays from the camera, bounces the rays around the scene multiple times and hopes fingers crossed that the ray is eventually going to hit a light. In the event that the ray leaves the scene without having hit a light, the pixel stays black and you’ve done the work for nothing. On top of that if the…