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hw3_readme.txt
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Render times!
-- Timed with QElapsedTime
-- Executed with TBB
-- Disclaimer: My hardware is old.
Many Spheres
Uniform
BVH NO_BVH
1 3.34938 4.14852
4 13.3324 18.1865
16 58.0505 70.6737
Random
BVH NO_BVH
1 3.35426 4.29253
4 13.5260 18.3226
16 55.0602 68.6598
Stratified
BVH NO_BVH
1 3.3621 4.42883
4 14.1561 17.9391
16 58.3472 72.8985
Wahoo
Uniform
BVH NO_BVH
1 3.51076 638.791
4 13.9316
16 62.8496
Random
BVH NO_BVH
1 3.52991 637.312
4 14.1389
16 63.3254
Stratified
BVH NO_BVH
1 3.54346 652.966
4 14.0426
16 65.8963
Extra credit: Implemented best-candidate sampling for image-wide stratified sampling. Uses the pbr method of creating a template pixel tile with n^2 number of samples chosen with the best candidate method, then applying this sample template to every pixel in the scene.