void DirectLightingIntegrator::compute_outgoing_radiance_combined_sampling_low_variance( SamplingContext& sampling_context, const Dual3d& outgoing, Spectrum& radiance, SpectrumStack& aovs) const { compute_outgoing_radiance_bsdf_sampling( sampling_context, MISPower2, outgoing, radiance, aovs); Spectrum radiance_light_sampling; SpectrumStack aovs_light_sampling(aovs.size()); compute_outgoing_radiance_light_sampling_low_variance( sampling_context, MISPower2, outgoing, radiance_light_sampling, aovs_light_sampling); radiance += radiance_light_sampling; aovs += aovs_light_sampling; }
void DirectLightingIntegrator::compute_outgoing_radiance_combined_sampling_low_variance( SamplingContext& sampling_context, const Dual3d& outgoing, DirectShadingComponents& radiance, LightPathStream* light_path_stream) const { compute_outgoing_radiance_material_sampling( sampling_context, MISPower2, outgoing, radiance); DirectShadingComponents radiance_light_sampling; compute_outgoing_radiance_light_sampling_low_variance( sampling_context, MISPower2, outgoing, radiance_light_sampling, light_path_stream); radiance += radiance_light_sampling; }