Portfolio
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1. Progressive Render:

- Updated tile by tile (32x32 pixels)
- Average of 4 samples per pixel per pass
2. Sample count (weight):

- Luminosity = number of samples
- Noisy pixels need more samples
3. Radiance Variance:

- Color jumbs from samples to samples
- High variance = high level of noise
4. Divergence map:

- Approximately : Variance / Weight
- Uniform divergence = Uniform noise levels
5. Priority map:

- Based on divergence map and a threshold
- Red : requires many samples in next pass
- Blue : requires few samples in next pass
- Gray : won’t not be touched in next pass
6. Sample Pictures


GPU Mesh Adaptation
Topological Smoothing

Geometric Smoothing

Beams and Beads Shading

Volume Rendering
