He makes use of an importance based sampling technique (that improoves speed), and an nVidia Filter, enchanced somehow for real time noise removal of the final frame.
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http://www.java-gaming.org/topics/what- ... #msg367370
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Now i barelly understand any code, but ill let that thing here cause i think is preety interesting stuff.Tutorial 1 introduces the LWJGL3 and compute shader setup for very simple primary ray raytracing to intersect with geometry
Tutorial 2 adds unbiased Monte Carlo integration of lambertian/diffuse BRDFs
Tutorial 3 adds unbiased importance sampling of diffuse and specular BRDF components to highlight the "importance" of importance sampling for BRDFs which have strong features in certain directions, such as Phong
Tutorial 4 will add "multiple importance" sampling for efficiently sampling (small) light sources