weakness, right?
Sec. 4.2: just for clarity, is each object's bounding box (for ray intersection) computation axis-aligned with the object coordinate system or the world/scene coordinate system?
Is there anything that constrains (in a soft or hard manner) the outgoing fractions to sum up/integrate to 1 or at most 1 for a given incoming light direction?
Fig. 10: What exactly is N in this figure? N is used in the main text to refer to the number of objects and to the number of point samples along a ray, neither of which seems like the right parameter here.
Minor suggestions for improvements:
Fig. 7: I currently cannot see much in this figure, a comparison to a white/grey environment map would make it easier to tell that there is an effect.
I'm not a fan of the equation two lines after Eq. 4. I understand what it's trying to say but I believe this needs to be changed to be mathematically correct, unless that makes a bunch of other equations messy. Also, why is it L_l instead of just L? That notation should be introduced beforehand.
Fig. 8: Switching out columns 2 and 3 would make the difficult comparison between No Indirect and Full Model easier.
There's a typo at the end of page 2: from from
4. I understand what it's trying to say but I believe this needs to be changed to be mathematically correct, unless that makes a bunch of other equations messy. Also, why is it L_l instead of just L? That notation should be introduced beforehand. Fig.