GLSL Shader Pathtracer
GPU-accelerated path tracer with MIS and BVH in GLSL/OpenGL
Cover Render
128spp, 1303x2000, no denoising, 2m 19s. ACES tone-mapping

Character model by YYB-Era, scene models, composition, lighting by me
Materials
Trowbridge-Reitz Microfacet Specular Reflection & Transmission
1024spp, 1000x1000, no denoising. Reinhard tone-mapping
| roughness 0.01 | roughness 0.05 | roughness 0.25 |
|---|---|---|
![]() | ![]() | ![]() |
| roughness 0.50 | roughness 0.75 | roughness 0.95 |
|---|---|---|
![]() | ![]() | ![]() |
Oren-Nayar Microfacet Diffuse Reflection
512spp, 1000x1000, denoised. ACES tone-mapping. Oren-Nayar model using sigma = 0.8.
One can see that the regular simplified Oren-Nayar is visibly darker than the Lambertian one — this is because the most common simplified Oren-Nayar model is actually not energy conserving, it loses light energy because A < 0 for any sigma > 0. The render below is after applying a small energy conserving compensation.
The more noticeable parts of the render differences are the stone and the dragon’s chin — Oren-Nayar model is able to preserve the light energy a lot better at those grazing angles.
| Lambertian | Oren-Nayar (Energy Conserve Fix) | Oren-Nayar |
|---|---|---|
![]() | ![]() | ![]() |
Models from Benedikt Bitterli’s rendering resources
Conductive Material Fresnel Reflectance
Gold — eta [0.183, 0.421, 1.373], k [3.424, 2.346, 1.770]
Copper — eta [0.271, 0.677, 1.316], k [3.609, 2.625, 2.292]
Aluminum — eta [1.655, 0.879, 0.520], k [9.224, 6.270, 4.837]

Intel OpenImageDenoise
12spp, 1303x2000. ACES tone-mapping
| Raw | Denoised |
|---|---|
![]() | ![]() |
Environment Map
1024spp, 1000x1000, 2s. Reinhard tone-mapping
| Cornell Box | Glass Sphere |
|---|---|
![]() | ![]() |
See the cover render at top for procedural skybox.
Depth of Field
128spp, 1303x2000, no denoising. ACES tone-mapping
| No DOF | DOF |
|---|---|
![]() | ![]() |
| Spherical | Anamorphic |
|---|---|
![]() | ![]() |
NEE Demo Renders
1024spp, 1000x1000
| Area Light | Spot Light | Sphere Light |
|---|---|---|
![]() | ![]() | ![]() |
| Point Light | Rough Mirror | Veach Scene |
|---|---|---|
![]() | ![]() | ![]() |





















