Area Lights

Rendered with a point light using 128 samples

Rendered with an area light using 128 samples

Implementing area lights was quite straightforward and didn't create all too many problems; the biggest one definitely was the pdf though, as it took me way too long to figure out that we actually need them! The pdfs were still set to 0 for all surfaces when running tests.

Denoising

Rendered with an area light using 32 samples

Denoised using an additional 64 samples for normals and albedo each

Denoising however almost broke me. After including the recommended denoiser by Intel, my renderer just did not want to work anymore. No scene was rendered, no error was raised and even invalid .xml's didn't crash. Even after 10 to 20 hours of trying to figure stuff out and having multiple people review the code, no error was found. It turned out that - although the relevant directory was included in the path variables - the directory still wasn't found. Some time later, denoising suddenly worked, although I didn't change anything. A restart of the device was probably all that was required.
Have you tried restarting your PC?

Homogeneous Volumes

And finally: Volumetric Rendering.
This feature took me several entire days of coding, reworking the way I implement volumes and thinking through the logic. And even after all of this, up until the submission of the final scene, this feature has been broken. I do not understand what goes wrong. Given a blue volume (in the shape of a cube) with a green-ish shadow, I have created all other colors for both the volume and the shadow but the correct one doesn't want to appear.

My implementation

Blender