Our ray tracer rendered all the test scenes correctly. The folllowing images are rendered with no sampling
Scene 4 - Ambient
Scene 4 - Diffuse
Scene 4 - Emission
Scene 4 - Specular
Scene 5
Scene 6
Scene 7
Our KD Tree Accelerator uses Surface Area Heuristics to build. It also utilitizes bounding boxes for fast transversal. Here are some rough figures on how the accelerator is performing on a Intel i5 Quad Core Sandy Bridge Processor, with OpenMP optimization.
Scene 5(With KDAccel) - 5sOne can easily notice that Scene 6 renders quicker without the acceleration structure. It is because many bounds of the primitives in Scene 6 actually go from the left-end to the right-end of the scene. KD Tree is not the best appropriate acceleration structure for this kind of scene.
We use the following settings to try to make the image blur:
Stratified Sampler with: half_ds: 6; xSampleCount: 20; ySampleCount: 20; jitter: true
Gaussian Filter with: x-width: 50; y-width: 50; alpha: 0.165
Scene 3
Scene 5
Our ambient occlusion renderer can take an arbitary number of samples from a parameterizable cosine weighted function. One can also specify the bright and the dark color of the renderer. Here are a few images generated by the renderer.
Ambient Occlusion with 1 sample
Ambient Occlusion with 16 samples
Ambient Occlusion with 64 samples
Ambient Occlusion with 256 samples
Ambient Occlusion with 1024 samples
Set bright color to yellow and dark color to red to simulate the object under sunset