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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.

Methodoloy

The idea here is to test the quality of the different light samplers. 

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

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  • 3Delight generates light samples that are significantly better than both Arnold and Prman.
  • 3Delight is slower to to generate these samples. Meaning that for draft renders Arnold/PrMan will seem faster. For final renders 3Delight becomes increasingly faster.
  • Using so much less samples also makes 3Delight faster when shading is more expensive
  • RenderMan seems to have readl difficulties in sampling.
  • Arnold has a solid albeit O(N^2) algorihm algorithm (vs O(N) in 3Delight)  and compensates to a certain degree with very fast light sampler.
  • When combining BRDFs, 3Delight is even less noisy. 

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