
-O3 optimization, 8 WSL threads Core i7 8665U. 3 bounces with bounding box and Moller-Trumbore algorithm 4k render: 2:00:49

-O3 optimization, 8 WSL threads Core i7 8665U. 5 bounces with bounding box and Moller-Trumbore algorithm: 00:02:16 -O3 optimization, 8 WSL threads Core i7 8665U. 5 bounces with bounding box and areas-based algorithm: 00:03:30 -O3 optimization, 8 WSL threads Core i7 8665U. 5 bounces without bounding box and areas-based algorithm: 00:17:08 -O3 optimization, 8 WSL threads Core i7 8665U. 5 bounces without bounding box and Moller-Trumbore algorithm: 00:12:28

5 bounces w/-O3 and bounding boxes and the classic algorithm taught in class. No barycentric interpolated normals yet. Render time: 00:03:07

Fixed the teapot rims! Dont forget to iterate over ALL triangles once you hit a bounding box. No skipping! For now.Next up: barycentric coordinates and normal interpolation!

Moving ahead with hi-poly render shows the same missing triangles problem

Low-poly render appears to be missing a few triangles right around the rim.