I see .. the summing is done in linear scale, so does the colors on the display (multiplied by brightness). Ray intensity at source is 1, independent on rays count. Which means more rays give brighter screen with same brightness.
For TL display at mouse pos I use logarithmic scale, by dividing actual and base energy. Base energy is computed at 1 yard or meter (based on convention) from sound source and since I can't easily compute base energy (it depends on rays count and some other factors) I 'measure' it too. I pick some samples at some distance (not 1m, that would be 1 pixel and less), average them, make the correction for the distance and I use this as base energy. I take samples from about 10 pixels from left, which can be distance 10-100 meters based on X scale. I looked for best approach so sphearical spreading (straight SSP) gives correct numbers, and now it does with error not more than 1db, which is acceptable if you consider amount of random scattering.
I'm working on new intagration system which will fill area between rays uniformly and exactly. There will be no need for scatering, it will have better coverage and it will be even faster (I hope).
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