drag to orbit · scroll to zoom
Real transport
Every pixel is a path: diffuse bounces, metal reflection, glass refraction with Fresnel, and direct sampling of the area light. No textures, no baked lighting.
No GPU
Four worker threads on one small VPS, writing into a shared accumulation buffer. Each frame adds one sample per pixel, so the image converges instead of flickering.
Yours to move
The camera is a physical object in the scene. Drag it, and the renderer starts over from zero samples — because the light has changed.