
Direct lighting by integrating over solid angle of light // tone mapped, gamma corrected, increased light value to 30, decreased environment to 0.4 // 16 SPL, 32 to 96 SPP - average 46 SPP, 0.97 confidence, 4/256 tolerance, 8 bounces, 85.851s, 7530U 12 threads

Converged Image // It seems Im missing the light from TIR at the bottom of the refractive sphere // 8 to 64 SPL // 64 to 1024 185 avg SPP, 0.99 confidence, 4/256 tolerance, 12 bounces, 193.21s, i5-12600K 16 threads

Z-buffer // quite the funny looking light...

Render time buffer // black: 0.00273ms, red: 31.065ms, average: 0.328ms

SPP buffer // black: 16SPP, white: 128SPP, average: 31 SPP

Soft shadows and glossy reflections/refractions // 4 to 64 SPL // 16 to 128 31 avg SPP, 0.95 confidence, 8/256 tolerance, 8 bounces, 18.93s, i5-12600K 16 threads

First attempt at soft shadows... looks too noisy for sample count and isnt properly intersecting the light source