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Update README.md
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README.md

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@@ -108,9 +108,9 @@ This way of calculating radiance contribution is called direct lighting.
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The direct radiance from different sample point:
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| Direct Lighting Radiance |
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| ------------------------------- |
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| ![](results/MIS/DIRadiance.png) |
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| Direct Lighting Radiance | Accumulative Color (depth = 1) |
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| ------------------------------- | ------------------------------- |
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| ![](results/MIS/DIRadiance.png) | ![](results/MIS/accumColor.png) |
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But direct lighting behaves poor when sampling from a light with large area
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@@ -124,12 +124,34 @@ So a good practice might be to combine the two method. To ensure energy-conservi
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Also by having an additional directional light contribution, we can acchieve a faster convergence. In order to make a correct contribution to our final color. At each bounce, multiply the sampled radiance with corresponding throughput (radiance `*` accumThroughput `*` BSDF(wo, wdirect)).
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| Accumulative Color (depth = 1) |
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| ------------------------------- |
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| ![](results/MIS/accumColor.png) |
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Some results:
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| MIS On | MIS Off |
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| -------------------------- | --------------------------- |
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| ![](results/MIS/MISOn.png) | ![](results/MIS/MISOff.png) |
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### Tone Mapping
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---
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Applying ACES Tone Mapping
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| ACES Off | ACES On |
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| ----------------------------- | ---------------------------- |
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| ![](results/ACES/ACESOff.png) | ![](results/ACES/ACESOn.png) |
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### Stocastic AA
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---
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| AA Off | AA On |
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| -------------------------- | ------------------------ |
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| ![](results//beforeAA.png) | ![](results/afterAA.png) |
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### Denoiser (Intel® Open Image Denoise)
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---
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| Denoiser Off | Denoiser On |
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| ------------------------------------- | --------------------------------------- |
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| ![](results/Cover/CoverNoDenoise.png) | ![](results/Cover/CoverDenoisedMIS.png) |

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