Hoping to work towards a physically-accurate spectral pathtracer, specifically for the purpose of producing low resolution offline images that look like it was taken with a shitty camera with tons of optical artifacts

Sam Blye | VFX/Tech Artist & gamedev | shader sergal/ram/alien | ΘΔ | worked on
ManifoldGarden + Yo! Noid II | illustrator | graphic design | BLM ACAB
🔞 -> @gij
Hoping to work towards a physically-accurate spectral pathtracer, specifically for the purpose of producing low resolution offline images that look like it was taken with a shitty camera with tons of optical artifacts
this looks really good! are you doing any importance-sample-y / bidirectional stuff or just using a ton of samples?
Thanks! Just a ton of samples right now, accumulated over way too many frames, though I've really been meaning to learn importance sampling for some time but I keep procrastinating it.