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The following plot gives us a good idea the time required to achieve a certain quality. From the user perspective, this is an important quantity.
The following chart shows how much time it takes for each renderer to build the light acceleration data structure depending on sample count.
Chart |
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width | 800 |
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title | RMSE vs. TIME |
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type | xyLine |
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yLabel | RMSE |
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xLabel | Time |
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Time | 5.72s | 8 | 12.82 | 22.18 | 40.92 | 86.91 | 165.69 | 302.98 |
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3Delight | 0.0933142 | 0.0658266 | 0.0441248 | 0.0290439 | 0.0185575 | 0.0117566 | 0.00752546 | 0.00449892 |
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Time | 1 | 2 | 6 | 9 | 21 | 81 | 492 |
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Arnold | 0.15699 | 0.100115 | 0.0501787 | 0.0396399 | 0.0242515 | 0.0117413 | 0.00693426 |
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Time | 6.74 | 7.23 | 7.99 | 9.42 | 18.51 | 29.40 | 98.08 | 383.39 |
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RenderMan/RIS | 0.151125 | 0.121487 | 0.0953649 | 0.0728148 | 0.0373876
| 0.0265388 | 0.0138148 | 0.00854045 |
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Chart |
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width | 800 |
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domainAxisUpperBound | 300 |
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title | Time to First Pixel vs. Samples |
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type | xyLine |
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yLabel | Time to First Pixel |
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domainAxisLowerBound | 0 |
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rangeAxisUpperBound | 50 |
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xLabel | Million Rays |
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| Rays | 2.45 | 3.13 | 4.51 | 7.27 | 12.78 | 23.8 | 45.88 | 90.1 |
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3Delight | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 |
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Rays | 0.678 | 3.26 | 10.8 | 43.4 | 173.6 | 694.5 |
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Arnold | 0 | 0.35 | 1.2 | 3.2 | 11 | 41 |
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Rays | 1.47 | 2.94 | 5.88 | 11.7 | 47.02 | 94.14 | 376.3 | 751.3 |
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RenderMan | 3 | 3.2 | 4 | 4.7 | 9 | 15.5 | 51.2 | 97 |
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