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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 render. Having this data will allow us to draw a conclusion about convergence rate and general performance.

The Renderers



ArnoldRenderMan/RIS3Delight OSL
Version

Image Modified


Image Modified

TechnologyUnidirectional path tracer.Using unidirectional path tracer. Other options are available but not useful for this test.Unidirectional path tracer.
ShadersC++C++OSL



Notes About Sampling Parameters

Arnold — For light samples, Arnold uses effective sample counts that are proportional – within a constant –  to the square of the user specified value.  As we will see, this makes perfect sense  sense from a UI standpoint since the variance follows the inverse of the  same same rule in the case of Arnold. This makes the light samples slider linear in term of perceived noise. In the Arnold tables below, we will specify the effective samplers per pixel along with the user samples.

RenderMan – We had troubles extracting consistant consistent quality from RenderMan. In Arnold and 3Delight, light samples is  are the single "go to" parameter to control image quality when only direct lighting is neededconsidered. In RenderMan/RIS, we had to match light sample count with BxDF sample count to achieve acceptable quality and convergence rates. Using light samples only (or BxDF samples only) produced slowly convergent renders.  In RenderMan tables below, "N samples" means N samples for both light and BxDF. We did all the test with the "advanced (4)" light sampler —  other samplers did not provide acceptable results for this test case. Note that we used the path tracer with once bounce instead if the "direct lighting" algorithm since the latest would crash once in a while. 

3Delight – We have only one control for the general quality of the render. In the case of direct lighting, 3Delight "understands" that samples are best used for light sampling and that's what it does. As tests will show, those samples have a linear impact on perceived noise levels.

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Samples (effective)2 (1.23)4 (4.91)8 (19.64)16 (78.56)32 (314.29)64 (1257.18)
Image


Time1s2s6s21s1:218:12
TTFP0s0.35s1.2s3.2s11s41s
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
Chart
width800
domainAxisUpperBound300
titleRMSE vs. RAYS
typexyLine
yLabelRMSE
domainAxisLowerBound0
xLabelMillion Rays



Rays2.453.134.517.2712.7823.845.8890.1
3Delight3333333

3



Rays0.6783.2610.843.4173.6694.5
Arnold00.351.23.21141



Rays1.472.945.8811.747.0294.14376.3751.3
RenderMan00000000



Conclusions

  • 3Delight generates light samples that are algorithmically better than both Arnold and RenderMan. In short, for N samples:

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