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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 estimate 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.

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