HdRestir 0.e — Camera Rays, Intersections, and the First BVH
A path tracer begins with a camera ray, but that ray is only useful if every coordinate-space conversion agrees with geometry traversal and hit reconstruction. Small convention errors here appear as broken silhouettes, shading discontinuities, or transforms that fail only in complex scenes.
This chapter follows a pixel into world space and through the first BVH, covering camera mapping, intersections, instance transforms, and the data needed to reconstruct a stable surface hit.
