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  • The quality of the light samples drawn by each renderer. How fast do we converge to ground truth by increasing the amount number of samples ?
  • Performance. How fast is the sampler to produce an image of a given quality ?
  • How do the algorithms scale with more complex area light geometry ?

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 a conclusion about convergence rate and general performance.

Notes About Sampling Parameters

Arnold

3Delight

RenderMan


Results


Arnold

Samples2 (1.23)4 (4.91)8 (19.64)16 (78.56)32 (314.29)64 (1257.18)
Image
Image Added



Image Added

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Image Added

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
Image

Image Added

Image Added

Image Added

Image Added

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Image Added

Image Added

Image Added

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


RenderMan

Samples124832642565121024
Time6.74s7.23s7.99s9.42s18.51s29.401:38.083:15.776:23.39
Rays

1.47 M

2.94 M

5.88 M

11.7 M

47.02 M94.14 M376.3 M751.3 M1499 M
RMSE0.1511250.1214870.09536490.07281480.03738760.02653880.01381480.008540450.00396

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