Another exercise in programming...
2020-07-23 - Integrated with OpenImageDenoise:
627 samples, denoised
2020-07-22 - New improved BSDF, Russian Roulette ray termination based on path weight, Uncharted 2 filmic tonemapping:
2000 samples, 0.26632s per sample (1.59s), I only dislike that shadow in front of the blue box...
2020-07-20 - Fixed diffuse term in PBR material... It's seems too dark and desaturated now, though. Will need to take some time and really dive into the math...
2020-07-18 - Scene import from Blender using custom JSD file. Some artifacts are visible here - that's the reason why PBR material BSDF needs to be reworked:
~893 samples, 0.5259 per sample (3.15s)
2020-07-13 - Russian roulette for ray extinction, multithreading and other cool stuff:
~1006 samples, 0.2299s per sample (1.37s per thread / 6), 0.05 ray extinction probability
2020-07-08 - ray transmission and Russian roulette for reflection/transmission sampling:
~854 samples, 1.888s per sample
2020-07-07 - scene object transform:
~808 samples, 0.923s per sample
2020-07-04 - optimized and tweaked BVH tree acceleration:
~3800 samples, 0.795s per sample
2020-07-02 - Model importing, basic BVH acceleration:
~250 samples, 4.840s per sample
2020-07-01 - Still trying to get PBR right...:
2000+ samples, 905ms per sample
~1400 samples, 320.4ms per sample
2020-06-30 - Cook-Torrance materials, fixed sampling and emissive materials handling:
~1800 samples, 233.8ms per sample
2020-06-30 - Reinhard operator, gamma correction, anti-aliasing and sample averaging: