# CS6620 - Ray Tracing for Graphics

## Project 7 - Textures

### Duong Hoang

#### Configurations

Intel Core i7-3610QM 2.3GHz (4 hardware cores, 8 with hyper-threading)

8GB DDRIII

Nvidia GeForce GTX 660M / 2GB GDDR5 (does not matter)

Windows 8.1 Professional x64

Visual Studio 2013

Running on 8 threads, each works on a block of 8x8 pixels.

#### Output:

- Adaptive sampling with Halton sequence (base 2 and 3)
- 4 to 16 samples per pixel
- Ray differentials
- 5 bounces

- Running time: 9.7s

Comparing the Mitchell-Netravali filter with the mean filter (with kernel size 0.5)

- 2 to 16 samples per pixel
- Use an adaptive factor to scale the ray differentials (which makes the results look worse)

- Left: Mitchell-Netravali filtering / Right: mean filter

- Running time: Left: 6.9s / Right: 6.5s

Sub-pixel sampling density with and without ray differentials

- Left: with ray differentials / Right: without ray differentials
- Left: from 2 to 16 samples per pixel / Right: from 4 to 16 samples per pixel

- Running time: Left: 6.9s / Right: 6.2s

With only 2 levels of adaptive sampling (either 4 or 16 pixels)

Other scenes: