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




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
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



Rays0.6783.2610.816.9443.4173.6694.5
Arnold0.156990.1001150.05017870.03963990.02425150.01174130.00693426



Rays1.472.945.8811.721.147.0294.14376.3751.3
RenderMan/RIS0.1511250.1214870.09536490.07281480.05206060.03738760.02653880.01381480.00854045

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.

...



Chart
width800
titleRMSE vs. TIME
typexyLine
yLabelRMSE
xLabelTime



Time5.72s812.8222.1840.9286.91165.69302.98
3Delight0.09331420.06582660.04412480.02904390.01855750.01175660.00752546

0.00449892



Time12692181492
Arnold0.156990.1001150.05017870.03963990.02425150.01174130.00693426



Time6.747.237.999.4218.5129.4098.08383.39
RenderMan/RIS0.1511250.1214870.09536490.07281480.0373876


0.02653880.01381480.00854045



Chart
width800
domainAxisUpperBound300
titleTime to First Pixel vs. Samples
typexyLine
yLabelTime to First Pixel
domainAxisLowerBound0
rangeAxisUpperBound50
xLabelMillion Rays
Rays2.453.134.517.2712.7823.845.8890.1
3Delight2222222

2

Rays0.6783.2610.843.4173.6694.5
Arnold00.351.23.21141
Rays1.472.945.8811.747.0294.14376.3751.3
RenderMan33.244.7915.551.297

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