So I have finally started to dive into some papers/tutorials on raytracing in my limited amounts of free time, and have started to consider writing a raytracer (yeah, I know, like the world really needs another half baked raytracer, but…)
Now I am at the point of considering if I were to attempt to write one, if I should go with Biased or Unbiased, Photon Map/Recursive Raytracing (maybe some bidirectional stuff) v. MLT (metropolis light transport)/Bidirectional tracing/Spectral Rendering.
Obviously the advantages of biased/recursive/etc. is speed on less complex scenes and slightly less complicated maths (though this really isn’t an issue), but the disadvantage is cutting corners to accuracy and eliminating spectral rendering (or is spectral rendering possible with this method? haven’t seen any papers on this, but maybe…). The unbiased/spectral/MLT method obviously has the opposite points for the most part besides just having a cool factor.
So any opinions on the matter, especially from those who have written raytracers or are just enthusiasts ;)?
Oh, and before anybody cough Cyborg Dragon cough asks why I don’t just improve the Blender internal raytracer instead of potentially writing my own, I have many reasons, one of which is I just need a big C/C++ coding project to keep my mind from being completely rotted by the extremely easy, yet perverse Matlab that’s being forced down my throat (Or would I even dare unleash the evil upon the world that would be raytracer written in Matlab? Is it possible? hmmm…).