Gallery¶
Renders from the bundled scenes, grouped by what they show. Every image can be reproduced from resources/scenes/ with the offline modes (-m 4 or -m 2).
17_cloud_bunny.yaml. The volume material with procedural shape noise, a hidden sun and volumetric shadow rays. OptiX, 512 spp, 720p.
17_vdb_bunny.yaml. The OpenVDB bunny_cloud grid, 289×286×219 cells, read straight into the 3D density texture. OptiX, 512 spp, 720p.
18_sdf_shapes.yaml. Mandelbulb, death star, cut hollow sphere, torus, glass octahedron, pyramid, capsule, box, cylinder and sphere, sphere-traced on the GPU. OptiX, 384 spp, 720p.
09_color_bleed_box.yaml. Coloured diffuse walls bleed onto the neighbouring surfaces; the area light overhead gives soft shadows.
01_bvh_test_scene.yaml, 150 spheres used to measure the acceleration structure.
01_anisotropic_metals_test.yaml at 512 spp: anisotropy along the rows, roughness along the columns.
11_soap_bubbles.yaml. The Airy interference formula at several film thicknesses sweeps through the spectrum.
13_texture_test1.yaml. A grid texture through MTL files, interpolated with barycentric coordinates.
14_texture_test2.yaml. Each group of a Blender export picks its texture from the .mtl file.
The anisotropic metals scene at increasing sample counts. Monte Carlo noise decays as \(\mathcal{O}(1/\sqrt{N})\): every doubling of the samples removes about 30 % of the noise. The anisotropic highlights are the slowest to resolve.
Scenes lit by equirectangular HDR environments from Poly Haven (CC0). Six environments are downloaded by bash resources/hdri/download_hdri.sh 8k, see HDR Sky Dome.













