How It Works¶
This section covers the mathematical and algorithmic foundations of RayON's rendering pipeline. If you want to understand why the renderer produces the images it does, start here.
The rendering equation, Monte Carlo estimation, the bounce loop, and why noise decreases with more samples.
Lambertian, mirror, rough mirror, glass, and area light — full math and YAML snippet for each.
Surface Area Heuristic tree construction, GPU iterative traversal, and 64-byte cache-line-aligned nodes.
Why cosine-weighted sampling beats uniform sampling, and how the orthonormal basis maps directions to world space.