- Phong and blinn shading. The normal is defined by a vector going from the voxel position to the barycenter of the surrounding voxels, weighted by opacity. I got the idea in the middle of the night, thanks to a strong winter storm that prevented me from getting a good rest, but that seems to work ok :-)
- Soft and hard shadows
- Deep learning denoiser (OptiX 5)
Source code: https://github.com/favreau/Brayns/tree/aidenoiser
Demo running on Quadro K6000 NVIDIA GPU (960x540 pixels)