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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
Methodology
We are interested to find out about:
- The quality of the light samples drawn by each renderer. How fast do we converge to ground truth by increasing the amount of samples ?
- Performance. How fast is the sampler to produce an image of a given quality ?
We will start by creating a "ground truth" image for each renderer (this image is generated by using a very large amount of samples so there is no more apparent noise). We will then render several images with varying amount of samples and measure the RMSE between these images and ground truth. Timings will be taken at each renderer. Having this data will allow us to draw conclusion about convergence rate and general performance.The idea here is to test the quality of the different light samplers.
Arnold
Samples | 2 (1.23) | 4 (4.91) | 8 (19.64) | 16 (78.56) | 32 (314.29) | 64 (1257.18) |
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Time | 1s | 2s | 6s | 21s | 1:21 | 8:12 |
Shadow Rays | 0.678 M | 3.26 M | 10.8 M | 43.4 M | 173.6 M | 694.5 M |
RMSE | 0.15699 | 0.100115 | 0.0501787 | 0.0242515 | 0.0117413 | 0.00693426 |
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