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  • Only diffuse reflectors. The original test scene had a diffuse+specular surface but that generated a considerable amount of additional noise in Arnold. Since we want to concentrate on light sampling here, we decided to go for a simpler setup.
  • We will disable any adaptive sampling so to make sure we have very close ray-counts.
  • We will use only direct lighting to estiamte the geometric area light contribution. In the statistics files for each renderer, one can see that we have only one path lenght.
  • All Renders are done in Maya 2016.

Arnold


Samples2 (1.23)4 (4.91)8 (19.64)16 (78.56)32 (314.29)64 (1257.18)
Time1s2s6s21s1:218:12
Shadow Rays0.678 M

3.26 M

10.8 M43.4 M173.6 M694.5 M
RMSE0.156990.1001150.05017870.02425150.01174130.00693426

3Delight

Samples248163264128256
Time5.72s8s12.82 s22.18 s40.92 s86.91165.69 s302.98
Shadow Rays2.45 M

3.13 M

4.51 M7.27 M12.78 M23.8 M45.88 M90.1 M
RMSE0.09331420.06582660.04412480.02904390.01855750.01175660.007525460.00449892
Chart
typexyLine
RMSE10011510
Rays2.453.134.517.2712.7823.845.88
3Delight0.09331420.06582660.67804412480.15699029043930.2601855750.01175660.00752546
85
Rays0.0501787.6783.2610.843.4173.6694.5
Arnold0.156990.02425151001151730.6 05017870.011741302425156940.01174130.00693426



Preliminary Conclusions (for self, re-wording needed)

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