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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 Setup

RendererArnoldRenderMan/RIS3Delight
Sampling


Geo Light


Notes











Notes About Sampling Parameters

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Samples248163264128256
Image

Time5.72s8s12.82 s22.18 s40.92 s86.91165.69 s302.98
TTFP3333333
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/RIS

Samples12481632642565121024
Image

Image Modified

Image Modified

Image Modified

Image Modified

Image Added

Image Modified

Image Modified

Image Modified

Image Modified

Image Modified

Time6.74s7.23s7.99s9.42s12.12s18.51s29.401:38.083:15.776:23.39
TTFP3.1s3.24s4.7s6.7s9s15.5s51.2s

97s


Rays

1.47 M

2.94 M

5.88 M

11.7 M

21.1M47.02 M94.14 M376.3 M751.3 M1499 M
RMSE0.1511250.1214870.09536490.07281480.05206060.03738760.02653880.01381480.008540450.00396



The following plot gives us a good idea on the algorithm sophistication of the different light samplers. 

Chart
width800
domainAxisUpperBound300
titleRMSE vs. RAYS
typexyLine
yLabelRMSE
domainAxisLowerBound0
xLabelMillion Rays
Rays2.453.134.517.2712.7823.845.8890.1
3Delight0.09331420.06582660.04412480.02904390.01855750.01175660.00752546

0.00449892

Rays0.6783.2610.843.4173.6694.5
Arnold0.156990.1001150.05017870.02425150.01174130.00693426
Rays1.472.945.8811.721.147.0294.14376.3751.3
RenderMan/RIS0.151125
0.121487
0.0953649

0.0728148

0.05206060.0373876





0.0265388

0.0138148

0.00854045

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