At first, got soft shadow. Because the number of triangle of area light source
is much more than the one box scene, we use only 1 shadow ray per area light
source patch.
Use photon mapping, we got the caustic.
Due to large patch number in area light source, when use 10 samples/pixel, we
got smooth shadow. One big different between the cube object and sphere object
is: There are multiple reflection ray in the cube and it is important to the
image. If we don't trace the reflection ray further enought, we will got a black
surface. (like in this image)
We
implement the Fresnel Equations. (Schlick approximation). We can see the different
on reflection on cylinder. We also add the reflection caustic. It is only one
small step to got global photon mapping. I think I will do it later. Another
pity is: shadow is not smooth enough, photon number is not enough. That is because
the patch (triangle) number is much more than box scene. It make this scene
is much more time consumming. Current image already takes 5 hours on a 1.8G
P4 computer.