I think we've got it. I did some playing around with the different sampling parameters and after some scaling and few bug fixes to make sure the energy stayed consistent no matter the number of photons and now we're getting some good results. Here's the latest light map for the Cornell Box:
Here's a table of many different photon counts (y axis) and sampling amounts (x axis) (click on any image for a full size view):
Info about progress on my Google Summer of Code 2009 project on Advanced Lighting & Shading in CrystalSpace.
|<< <||Current||> >>|