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 second part of the work, which analyses the choice of the phase space, restrictions on the possible variations of light path, and the calculation of the probability density of the transition proposal. It is shown how these aspects affect convergence.
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