Abstract

The main computationally extensive task of realistic computer graphics is the calculation of global illumination. The work investigates the speed of the convergence of lighting simulation using Monte Carlo integration based on the Langevin equation. The paper presents the third part of the study. It describes the computational experiments performed with various modifications of the method. Based on the analysis of the results, it was concluded that the preconditioning matrix, which does not require calculation of the gradient of the potential, has the greatest importance for convergence. This allows one to significantly accelerate calculations.

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