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pathtracing

Pathtracing is a rendering algorithm used in computer graphics to simulate global illumination by estimating the light that reaches a camera through many possible light paths. It builds images by tracing random paths from the camera into a scene, letting light bounce between surfaces, and accumulating radiance along those paths according to the scenes’ materials and light sources. The approach aims to solve the rendering equation through Monte Carlo integration, capturing effects such as soft shadows, indirect illumination, color bleeding, and caustics.

In practice, a path traced for a pixel follows a ray from the camera until it hits

Pathtracing is generally unbiased, meaning its expected value equals the true radiance of the scene, though

Historically, pathtracing grew from the rendering equation formulated by Kajiya (1986) and was developed through Monte

a
surface;
at
each
intersection
a
new
ray
direction
is
sampled
based
on
the
surface’s
BRDF
and
the
scene’s
lighting,
and
the
path
continues
up
to
a
maximum
depth
or
until
a
termination
condition
is
met.
The
contribution
of
each
path
is
weighted
by
the
product
of
the
BRDFs
and
cosines
along
the
path,
and
by
the
probability
density
of
the
sampled
directions.
The
process
is
repeated
many
times
per
pixel,
and
the
results
are
averaged
to
estimate
the
pixel
color.
Russian
roulette
termination
is
commonly
used
to
keep
computation
manageable.
it
can
be
noisy
at
low
sample
counts.
Convergence
improves
with
more
samples,
but
the
rate
is
proportional
to
1
over
the
square
root
of
the
number
of
samples,
making
high-quality
images
computationally
intensive.
It
excels
at
handling
complex
lighting
and
caustics
but
can
require
substantial
processing
power
for
real-time
use.
Carlo
methods
by
researchers
such
as
Veach,
who
advanced
importance
sampling
for
light
transport.
Variants
like
bidirectional
path
tracing
and
metropolis
light
transport
enhance
sampling
efficiency
for
difficult
lighting
scenarios.