Increase power of light in a Pathtracer

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7 comments, last by IsItSharp 9 years ago

How can i increase the power of a light source in a pathtracer?

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Just crank up the number responsible for the light source's intensity? Are you asking how to make pixel values go brighter than, say, 255 (or 1.0, depending on how you are representing your color values)? If so, one word: tonemapping.

“If I understand the standard right it is legal and safe to do this but the resulting value could be anything.”

I don't have a number in my custom pathtracer ^^ I mean in sense of functionality?

I don't have a number in my custom pathtracer ^^ I mean in sense of functionality?


Uh, yes you do, when you sample your light source(s) there should be some kind of parameter that dictates how bright the light is, i.e. how much power it sends out in a given direction. Otherwise, how exactly do your light sources work?

I don't know what you mean by functionality either. Please be more specific.

“If I understand the standard right it is legal and safe to do this but the resulting value could be anything.”

Otherwise, how exactly do your light sources work?

I have a recursive Trace function which checks on intersection if the hitObject is a light source, if so it returns the object color.

I have a recoursive Trace function which checks on intersection if the hitObject is a light source, if so it returns the object color.


So the object color in this case (for light sources) is essentially its intensity for R, G and B channels. Increase the value of those channels, and your light will become brighter. It's not unusual to have values for the "color" of a light source that are greater than 50 or even 100. And then tonemap when your renders start to become oversaturated (= washed out).

“If I understand the standard right it is legal and safe to do this but the resulting value could be anything.”

The RGB color of my light is already at 255 and it is still too dark.

The RGB color of my light is already at 255 and it is still too dark.


Sorry, I meant 50/100 as in floating-point values, that would translate to 12750 and 25500 in "integer" RGB values. Basically color is not really limited from 0 to 255, that's an artificial limitation of your display hardware. Most raytracers work in floating-point colors that can range from 0 to infinity (in principle) and then apply tonemapping to the final render to bring them back to a range where they can fit in an RGB color to be displayed.

“If I understand the standard right it is legal and safe to do this but the resulting value could be anything.”

I didn't know that it is possible to increase the value of 255 but it works fine - thanks :)

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