The name of the scene.
The file path to the scene.
Divide original image size by this value.
Maximum path tracing depth.
Russian Roulette begin depth.
Use NEE or direct light sampling.
Samples per pixel (spp) budget.
Time (sec) budget. If this is -1, spp budget is used.
Sampling strategy. Should be one of following.
- brdf or bsdf : sample proportional to BSDF
- mis : use BSDF sampling and radiance sampling
- qcos_inversion : sample proportional to product of radiance and cosine value using inversion sampling.
- qcos_reject : same with above using rejection sampling.
- qcos_reject_mix : same with above using optimized rejection sampling.
Radiance record or Q table update method. Should be one of following.
- mc (Monte Carlo)
- sarsa
- expected_sarsa
Directional mapping method. Should be one of following.
- cylindrical
- shirley
Spatial data structure for radiance record. Should be one of following.
- grid or voxel
- octree
- binary_tree
Directional data structure for radiance record. Should be one of following.
- grid
- quad_tree
Clear accumulated information such as radiance, visited number per update. It can be only used when data structure is not changed.
If set true, update q table by accumulation.
Should be one of incremental of exponential.
BSDF sampling fraction for MIS sampling.
Used for the size of spatial data structure.
Used for the size of directional data structure.
If true, show picture