Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

...

The following chart shows how much time it takes to for each renderer to build the light acceleration data structure depending on sample count.

...

  • 3Delight is slower to generate these samples. Meaning that for draft (high variance) renders Arnold and RenderMan/RIS are faster. For final renders (low variance) 3Delight becomes increasingly faster with the number of samples.
  • Both Arnold and RenderMan/RIS produce biased images at low sample counts. More specifically: images are darker. This explains higher RMSE with low sample counts. 3Delight manages to keep  the same energy overall independent on sample counts.
  • Arnold, 3Delight and RenderMan/RIS rely on acceleration data structures to sample the geometric area lights. In Arnold and RenderMan, the algorithmic complexity to build those data structures is tied to – linearly, as the graph shows –  to the number of samples as well as the complexity of the light. In 3Delight, only to the complexity of the light matters (time to first pixel for 3Delight was 2-3 seconds no matter how many samples there are).