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Notes About Sampling Parameters

Arnold

3Delight

RenderMan


Results - RMSE


Arnold

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


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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Chart
width600
titleRMSE vs. TIME
typexyLine
yLabelRMSE
xLabelTime
Time5.72s812.8222.1840.9286.91165.69302.98
3Delight0.09331420.06582660.04412480.02904390.01855750.01175660.00752546

0.00449892

Time1262181492
Arnold0.156990.1001150.05017870.02425150.01174130.00693426
Time6.747.237.999.4218.5129.4098.08383.39
RenderMan0.1511250.1214870.09536490.07281480.03738760.02653880.01381480.00854045


Results - Scalability

For this test we will render 3 images that have a similar RMSE in all renderers but with a much higher area light count. We increase the Tube Per Step to 200 (10 times more area lights) and re-time the results. 


Preliminary Conclusions (for self, re-wording needed)

  • 3Delight generates light samples that are significantly algorithmically better than both Arnold and PrmanRenderMan.
  • 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 difficulties in sampling.
  • Arnold has a solid albeit O(N^2) 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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