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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.


Ray Tracing & Path Tracing

The rendering equation, Monte Carlo estimation, the bounce loop, and why noise decreases with more samples.

Materials

Lambertian, mirrors, glass, GGX conductors, thin films, clear coat, lights and the volume material, with the math and a YAML snippet for each.

BVH Acceleration

Surface Area Heuristic tree construction, GPU iterative traversal, and 64-byte cache-line-aligned nodes.

Hemisphere Sampling

Why cosine-weighted sampling beats uniform sampling, and how the orthonormal basis maps directions to world space.

Sobol' Quasi-Random Sampling

How 128-dimensional Joe–Kuo direction vectors and Owen scrambling deliver faster convergence than pseudo-random PCG.

Multiple Importance Sampling

Next event estimation, the power heuristic, light sampling on rectangles and spheres, and how the GPU weights emitter hits.

Visual Comparisons

Four scenes with a slider: PCG vs Sobol', MIS off vs on, and both combined.

Performance Optimisations

Every optimisation applied so far, from thread-block shape to hardware triangles, with its measured impact.