Four original scenes, six material variants each. Every image is 1024x1024, 64 camera samples, four glossy samples, four light samples and four secondary bounces, rendered in FP64 on the NVIDIA CUDA device. Click any image to open its full resolution.
These are classic/Whitted quality renders, not path tracing or RT-core rendering. Their larger sampling workload is not a matched-work timing comparison against the accepted CPU collection.
Authored run report | Material run report | Settings, provenance and worker revisions | GPU timings CSV | Earlier CPU images and Gold Dragon
Authored and material images were collected in separately frozen renderer revisions. The material revision includes the shared-triangle-edge correction; every original PNG, linear PFM, metric record and source/worker fingerprint is retained in its run report. Glass subjects comprise closed, sometimes intersecting components, not one Boolean-unioned shell; finite bounce depth and classic straight-segment transparent shadows limit the result.