Path Tracing Renders¶
Path tracing is a rendering technique that simulates light transport for photorealistic results. Unlike real-time rasterization, path tracing accurately models:
Global illumination: Light bouncing between surfaces
Caustics: Light focused through glass or water
Soft shadows: Realistic penumbra from area lights
Color bleeding: Colored light bouncing onto nearby surfaces
Realistic reflections and refractions: Physically accurate light paths
Vuer includes a WebGL-based path tracer for high-quality offline renders directly in the browser.

Example scene rendered with path tracing. Notice the realistic global illumination, soft shadows, and accurate light reflections that create a photorealistic appearance.
When to Use Path Tracing¶
Path tracing is ideal for:
Final renders and presentations
Product visualization
Architectural visualization
Scientific visualization requiring accuracy
Marketing materials
Not recommended for:
Real-time interaction (too slow)
VR/AR applications
Animations (unless pre-rendered)
Mobile devices
Enabling Path Tracing¶
Path tracing mode can be enabled through the UI panel:
Open your scene in a browser
Click on the MainControl tab in the left panel
Find the RenderRoot section
Select “pathtracer” from the “Render Mode” dropdown
Wait for the progressive rendering to converge
The path tracer will start rendering immediately with default parameters.
Path Tracer Parameters¶
// Default configuration
{
enabled: true, // Automatically enabled when mode="pathtracer"
minSamples: 1, // Minimum samples before display
samples: 20, // Total samples per pixel
tiles: 3, // Tile subdivision (3x3 = 9 tiles)
bounces: 4, // Maximum light bounces
resolutionFactor: 2, // Render resolution multiplier
renderPriority: 1, // Render queue priority
multipleImportanceSampling: true, // MIS for better convergence
}
Samples (Quality)¶
Controls image quality and noise levels. Current default: 20 samples
Low (5-10 samples): Fast preview, very noisy
Medium (20-50 samples): Interactive preview, some noise
High (100-500 samples): Production quality, minimal noise
Very High (1000+ samples): Pristine quality, very slow
samples: 20 → Current default (good for quick previews)
samples: 100 → Would provide better quality for reviews
samples: 500 → Would be ideal for final renders
Bounces (Light Transport)¶
Maximum number of times light can bounce between surfaces. Current default: 4 bounces
1 bounce: Direct lighting only (no global illumination)
2-3 bounces: Basic indirect lighting
4-6 bounces: Good global illumination (recommended)
8+ bounces: Maximum accuracy (diminishing returns)
Effect on scenes:
bounces: 1 → Hard shadows, no color bleeding
bounces: 4 → Current default (soft indirect light, color bleeding)
bounces: 8 → Maximum realism, subtle improvements
Tiles (Progressive Rendering)¶
Divides the image into tiles for progressive feedback.
1 tile: Renders entire image at once (slower initial feedback)
2 tiles: 2x2 grid (4 tiles total)
3 tiles: 3x3 grid (9 tiles total) - recommended
4+ tiles: Many small tiles (faster initial preview)
Trade-offs:
More tiles: Faster initial preview, see progress sooner
Fewer tiles: Less overhead, faster final convergence
Resolution Factor¶
Multiplier for render resolution vs. display resolution.
0.5: Half resolution (4x faster, lower quality)
1.0: Native resolution
2.0: 2x supersampling (4x slower, sharper)
4.0: 4x supersampling (16x slower, maximum quality)
resolutionFactor: 0.5 → Fast draft
resolutionFactor: 1.0 → Standard quality
resolutionFactor: 2.0 → High quality
Multiple Importance Sampling (MIS)¶
Advanced sampling technique that combines light sampling and BRDF sampling.
Enabled: Better convergence, fewer samples needed (recommended)
Disabled: Simpler but may converge slower
When to enable:
Complex lighting setups
Mixed direct/indirect lighting
Scenes with both bright and dark areas
When to disable:
Debugging sampling issues
Very simple scenes with minimal lighting
Materials for Path Tracing¶
Path tracing achieves photorealism through physically-based materials. The materialType="physical" provides the most accurate light interaction for path-traced scenes.
Glass and Transparent Materials Example:
material=dict(
transmission=1.0, # Full transparency
thickness=0.3, # Controls light absorption
roughness=0.0, # Perfect clarity
ior=1.5, # Refractive index (1.5 for glass)
)
Material Tips¶
Use higher polygon counts (64+ segments) for smooth glass/metal reflections
Set
iorappropriately: glass (1.5), water (1.33), diamond (2.42)Combine
transmissionandthicknessfor colored glass effectsUse
clearcoatfor materials like car paint or varnished wood
Lighting for Path Tracing¶
Path tracing accurately simulates light transport, making lighting choices critical for photorealistic results.
Light Types¶
Area Lights (recommended for soft shadows):
Use
RectAreaLightfor studio-style lightingLarger area = softer shadows
Intensity: 50-100 for main lights, 20-30 for fill
Point/Spot Lights (for caustics):
Create focused light patterns through glass
Higher intensity (100+) needed for visible caustics
Best for dramatic lighting effects
Emissive Materials (act as area lights):
Any surface with
emissiveandemissiveIntensityGreat for ceiling panels, screens, or glowing objects
More efficient than many small lights
Lighting Tips¶
Use 2-3 main lights maximum (key, fill, rim)
Area lights create the most realistic soft shadows
HDRI environment maps provide natural ambient lighting:
SceneBackground(src="https://example.com/studio.hdr", key="hdri")
Free HDRIs: Poly Haven, HDRI Haven
Increase light intensity 2-3x compared to real-time rendering
Combine direct lights with emissive surfaces for natural scenes
Workflow Strategy¶
Progressive refinement approach:
Draft: Low samples (~5) for quick layout and composition
Review: Medium samples (~50) for evaluating lighting and materials
Final: High samples (500+) for production renders
Current default (20 samples, 4 bounces) provides a good balance for interactive previews.
Performance Optimization¶
Materials:
Simplify materials on background/occluded objects
Reduce unnecessary transparency layers
Use standard
ior=1.5for most glass unless accuracy is critical
Lighting:
Prefer fewer, larger area lights over many small ones
Limit the number of emissive surfaces
Use HDRI environment maps as primary lighting when possible
Scene Complexity:
Reduce polygon count on objects far from camera
Avoid extreme material values (perfect mirror/roughness extremes)
Limit the number of transparent/transmissive objects
Best Practices¶
Start simple: Test with low samples first
Progressive refinement: Gradually increase quality
Use physically-based materials: Better results with PBR
Proper lighting: Area lights give best results
Patience: High-quality renders take time
Limitations¶
Current path tracer limitations:
WebGL-based (limited by browser GPU)
No denoising (requires high sample counts)
Progressive rendering only (no batch mode)
Limited to browser viewport size
No animation support
VR mode not supported
External Resources¶
For deeper understanding of rendering theory:
Material Properties Reference - IOR values for various materials