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by: chemik+rts

q.e.d. (quod erat demonstrandum) ...it's been quite a bumpy ride with this one, missed a few parties along the way over the last two years, but finally delivered. Not tested on any beings yet, though nothing was harmed during production, so it should be safe to enjoy... peace.

Does not contain artificially generated content or processing, just a constant headache over the last few years.

Needs a modern 50+ TFLOPS GPU for 720p at 30fps, e.g. RTX 5080



Technical details:
It is quite straightforward, a single-pass (frag) uber-shader path tracer running at 16 (opaque) / 32 (glass) spp, with up to 8 bounces:
- naive SDF sphere marcher uses `max(64, 192 - 32 * bounce)` steps;
- roulette termination starts after the second hit, based on Rec.709 throughput luminance, with survival clamped to 10–90% and throughput compensation;
- illumination comes exclusively from emissive materials;
- specular transport uses isotropic GGX VNDF sampling with height-correlated Smith GGX `G2/G1(V)` weighting;
- diffuse transport uses a normal-biased direction with a normalized `tan(cube)` Cauchy-alike approx;
- glass transport samples one wavelength per path at first glass contact, using white-preserving triangular RGB reconstruction, dispersion around `baseIOR +/- .06`, Beer attenuation, and rough reflection/refraction;
- Fresnel uses the Schlick approx;
- SDF normals use three backward finite diffs, reusing the cached hit-field value;
- all randomness is governed by one uint hash, "TheIronBorn's two-round 32-bit permutation": https://github.com/skeeto/hash-prospector/issues/19
- SDF composition uses polynomial smooth unions and stable log-sum-exp smooth min/max;
- there are three affectors: gyroid FLOW and harmonic-sum periodic cut, both two-octave; plus tribulence with two feedback-warp layers;