i7-8th Gen 8750H with 12 virtual CPU cores and 16GB RAM
We used blender to position the chess board and pieces which were obtained from sketchfab that have a CC license. Often designers mismatch the size ratio for individual pieces so we had to combine the scene from two different models that we downloaded to replicate a chess board. The knight being the hardest piece to carve from wood often serves as a benchmark for the quality of a chessboard. Enough care was taken to control the ratios of the pieces. Secondly we observed that some pieces did not have enough detail in them so we have used mesh subdivision in blender to increase the detailing which increased the number of faces to 180k after scaling and repositioning. The camera parameters were converted from blender to our ray tracing framework parameters using the scripting interface. As an addendum we placed the captured pieces on the floor. To keep the aesthetic value of our scene we had to adjust a few occluding pieces away from the exact center of the square. A black pawn which was originally on E6 in the game is placed on D6 in our scene to avoid occlusions (it still won't change the outcome of the game).
We added a floor to the scene using a triangle solid just below the chess board and a volumetric AABBox covers the floor for foggy effect. We kept the number of ray marching steps low in the interest of time.