Full spectral rendering using stochastic progressive photon mapping
After Toshiyas visit we finally got around to implement a cuda version of his great progressive photon mapping. It needs a lot of photons to converge, but it is really cool for caustics!
Our first attempt to use photonmapping in our Cuda raytracer, 300 samples pr pixel, 1200×800, final image rendering time 65 secs. Here is the famous sponza scene in a 400 pixel pr sample rendering, without and with photonmapping. At this moment this takes a few minutes to render, but we hope to improve on the rendering time when we learn a little more about CUDA.