CS 5620/6620 - Fall 2025 - Rendering with Ray Tracing

Project 13 - Path Tracer

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Jake Wagoner

Tue, Dec 2, 2025 @ 4:03 pm

Using intels open-image-denoise C++ library for post-processing denoising. this is 64-256 samples, rendered and denoised in 262 seconds. Using caustic map for caustics

Mon, Dec 1, 2025 @ 3:49 pm

yee ole teapot included. rendered in 1080p, adaptive samples 256-1024, 10 bounces, 11 minutes to render, ouch

Mon, Dec 1, 2025 @ 2:51 pm

Looks interesting if you remove the point light but keep the emissive sphere. This is essentially only the global illumination factor

Mon, Dec 1, 2025 @ 2:50 pm

Light sphere intersection, emissive contribution, and added some textures to spice things up a bit

Wed, Nov 26, 2025 @ 3:52 pm

Adaptive sampling with t-test variance. 256 to 1024 samples, 116 seconds, much better.

Wed, Nov 26, 2025 @ 2:50 pm

various optimizations reduced render time to 332s which is a significant improvement. Glossiness needs some work though, I think

Wed, Nov 26, 2025 @ 2:17 pm

Painfully long to render with 1024 samples, 100 maximum bounces, 0.98 rr continuation chance. 1370 seconds... Lots of optimizations to come!

Wed, Nov 26, 2025 @ 1:50 pm

monte-carlo random samples, more noisy for the same pixel count, shoutout antialiasing

Wed, Nov 26, 2025 @ 1:49 pm

stratified perpixel sampling, 16 samples per pixel

Wed, Nov 26, 2025 @ 1:32 pm

Minimum of 10 bounces, 100 max bounces with rr. Not much of a difference

Wed, Nov 26, 2025 @ 1:30 pm

3 min 8 max bounces with rr, 32 samples per pixel. Result is noisy but doable. 39s render time

Wed, Nov 26, 2025 @ 11:06 am

First render, why is she upside down?!