A Cornell box render from a ray tracer I wrote a while ago. Some of the key features are:
- Basic recursive ray tracing, lighting, reflection and refraction
- Stochastic sampling for soft shadows and glossiness
- Sampling rate is adaptive based on how glossy the surface is
- Instead of phong specular, used physical reflection of light sources for highlight
- Simplified implementation of fresnel. Though not very obvious, it can be seen on the glass ball on the left
- Backface reflection of transparent objects. Also not obvious, but if you look at the bottom left of the glass ball, you can see the backface reflection of the light source
- Anti-aliasing through super-sampling
Not super related to games, but I hope this is still interesting :D