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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

We use a 1x1 pixel sample in all renderers to isolate the light sampler. Adaptivity is disabled as well as all additional bounces. In Arnold, the light samples are attributes of the geometry. In RenderMan/RIS the light samples are attributes on a custom shape. In 3Delight, the light attributes are on Maya's area light.


RendererArnoldRenderMan/RIS3Delight
Sampling

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Geo LightNotes

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Notes About Sampling Parameters and Other Remarks

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