A corridor of dark cubes, lit only by what you break. Bounce the glowing ball into the 16×16 wall — each cube you strike ignites as a colored area light revealing a pixel-art face, and its glow floods the room through the ReSTIR DI+GI path tracer. Fill the wall with light. Everything is one 1-spp frame, denoised by A-SVGF; motion is moody, not crisp.
View
Render
50%
Internal resolution as a % of the display; the result is upscaled to fill the screen. Lower = faster — this is a 1-spp path tracer.
A-SVGF denoiser
4
Gradient λ drives history length: the moving ball and freshly-lit cubes raise λ locally, shortening history so light changes track without ghosting. Watch the Gradient λ / HistLen views.
ReSTIR DI
8
3
22
20
ReSTIR GI
2
8
2
GI=0 reduces to stage-2 DI. The reconnection Jacobian is exact for the diffuse scene; the clamp is the crude firefly guard (§4 footprint criteria are the principled version).
Game
Move mouse — paddle (or arrow keys). Click / Space — launch the ball, or start a new game after win/over. The far wall is the target; side walls, floor and ceiling bounce; miss past the paddle and you lose a life (3 total).
The room is static, so it denoises clean; only the ball and paddle are dynamic. The cubes are real boxes — the brick wall, paddle and ball each refill scene_intersect / sample_light / material; the library passes never name geometry.