CS 6620 Fall 2014 - Project 7

Test Scene w/ filtering: 500ms


The checkerboard is pretty blurry in the distance since my filter method is different than what Cem's code uses for the procedural textures, I'm still playing with this a bit. For the image textures I've implemented mipmaps (only for power of 2 textures) and anisotropic filtering. The filtering uses information about the texture sampling rates computed by tracing ray differentials to determine how many texels need to be sampled along each axis in texture space.

Unfiltered Test Scene: 418ms

Hardware Used and Other Details

Render times were measured using std::chrono::high_resolution_clock and only include time to render, ie. time to load the scene and write the images to disk is ignored. The images were rendered with one sample per pixel.

CPU: Intel i5-2500K @ 4.0GHz, 4 hardware threads
RAM: 8GB 1600MHz DDR3
Compiler: gcc 4.9.1 x86_64 (on Windows, built by MinGW-W64 project)
Compilation Flags: -m64 -O3 -march=native -flto