- Primitives - Spheres, Quads, & Triangles
- Load .obj meshes
- BVH acceleration structure
- Materials - diffuse, mirror, glossy & dielectrics
- Compute shader + (Vertex + Fragment shader)
- Orbit Camera
- Stratified sampling to sample rays in a pixel
- Progressive Rendering
- Russian Roulette
- Importance Sampling and Multiple Importance Sampling (MIS)