The integrator is the rendering algorithm used for lighting
computations. Cycles currently supports a path tracing integrator with
direct light sampling. It works well for various lighting setups, but is
not as suitable for
caustics
and some other complex lighting situations. Rays are traced from the
camera into the scene, bouncing around until they find a light source
such as a lamp, an object emitting light, or the world background. To
find lamps and surfaces emitting light, both indirect light sampling
(letting the ray follow the surface
BSDF) and direct light sampling (picking a light source and tracing a ray towards it) are used.
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There are two types of integrators:
- The default path tracing integrator is a pure path tracer. At each
hit it bounces light in one direction and picks one light to receive
lighting from. This makes each individual sample faster to compute, but
typically requires more samples to clean up the noise.
- The alternative is a branched path tracing integrator which at the
first hit splits the path for different surface components and takes all
lights into account for shading instead of just one. This makes each
sample slower, but reduces noise, especially in scenes dominated by
direct or one-bounce lighting.
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