RayTracingBasic
basic : camera ray -> obj in scene(combined normals and lightbuffers, then shade)
再使用loot-at逆矩阵变换到世界空间
triangle
Direct Light contribution:
场景是纯漫反射(无高光),BSDF 即是 Lambertian:
方向光直接光照:
diffuseのbrdf
Indirect Light