After identifying both the particular tile and the particular pixel, the rendering engine begins sampling the pixel in one or more distinct locations. According to at least one embodiment, if the rendering engine is to sample the pixel at only one particular location, then that location may simply be randomly chosen from a set (or subset) of potential locations.
According to at least one embodiment, if the rendering engine is to sample the pixel at one or more particular locations, the specific locations may be identified based on a random sequence of values. In this regard, respective values that form the random sequence may identify various locations, with each value identifying a corresponding location.
Example embodiments will now be described, by way of example, with reference to using a random sequence for identifying specific locations, e.g., pixel locations within a Monte Carlo rendering of single-camera ray computation. However, it is understood that such a random sequence may be used in the context of image rendering for conveying information other than (or in addition to) such pixel locations. For example, if a camera ray hits a diffuse surface, Monte Carlo rendering may use a bounce ray at the diffuse surface. The direction of the bounce ray direction may be randomly chosen using one or more random sequences.
As described earlier with reference to at least one particular embodiment, the specific sampling locations within a pixel may be identified based on a unique random sequence that is generated specifically for the rendering engine. This random sequence is different from and independent of random sequences generated for other rendering engines.