CUDA Path Tracer

Metal Bars Scene

Iterations 1000
Depth 8
Resolution 1280×720
Render Time ~ 18mins
Materials Matte (Oren Nayar), Metal (Fresnel Conductor), Rough Specular (Microfacet BRDF)
Textures Diffuse (2048 x 2048), Normal (2048 x 2048), Roughness (2048 x 2048)
Lights 2 Square Plane Arealight (top-left, top-right)
3D Models Gold Bar (Source)
Triangles 4860

Scene Info:

This scene uses spectral data which is discretized & supplied to a Microfacet BRDF with a Fresnel conductor operator. This allows us to render materials like Gold, Silver, Copper etc. and pretty much any alloy or metal. There is also a roughness applied with a Trowbridge Reitz microfacet distribution.

The floor is a matte material with a diffuse, normal and roughness map. Roughness is used by the Oren-Nayar operator in the Lambertian BRDF. If we supply roughness as 0, the Oren-Nayar behaves as a perfect diffuse material.

Notable Things:

  • Fresnel Conductors on the metal bars
  • Texture Mapping on the floor
  • Rough Mirror on the back

Android Scene

Iterations 1000
Depth 8
Resolution 1280×720
Render Time ~ 20mins
Materials Matte (Lambert – Oren Nayar), Plastic (Lambert – Oren Nayar, Microfacet BRDF)
Textures Diffuse (2048 x 2048), Normal (2048 x 2048), Roughness (2048 x 2048)
Lights 1 Square Plane Arealight (top-left)
3D Models Android (Source)
Triangles 2304

Notable Things:

  • Plastic Material on Android
  • Texture Mapping on the floor

Wine Glass Scene

Iterations 1000
Depth 8
Resolution 1280×720
Render Time ~ 25mins
Materials Glass (Specular BRDF, Specular BTDF), Matte (Lambert – Oren Nayar)
Textures Diffuse (2048 x 2048), Normal (2048 x 2048), Roughness (2048 x 2048)
Lights 1 Square Plane Arealight (top-left)
3D Models Wine Glass (Source)
Triangles 9960

Notable Things:

  • Glass Material (Specular BRDF & Specular BTDF – Fresnel Dielectric)
  • Texture Mapping on the floor