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3Delight – We have only one control for the general quality of the render. In the case of direct lighting, 3Delight "understands" that samples are best used for light sampling and that's what it does. As tests will show, those samples have a linear impact on perceived noise levels.

Results

Arnold

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3.26 M

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3Delight

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3.13 M

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RenderMan/RIS

Samples12481632642565121024Image

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

97s

Rays

1.47 M

2.94 M

5.88 M

11.7 M

21.1M47.02 M94.14 M376.3 M751.3 M1499 MRMSE0.1511250.1214870.09536490.07281480.05206060.03738760.02653880.01381480.008540450.00396
The following plot gives us The following graph gives 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



Rays0.6783.2610.816.9443.4173.6694.5
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 graph shows the time required to achieve a certain quality. From the user's 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
The following chart graph shows how much time it takes for each renderer to build the light acceleration data structure depending on sample count.

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

Arnold

Samples (effective)2 (1.23)4 (4.91)8 (19.64)10 (30)16 (78.56)32 (314.29)64 (1257.18)
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Time1s2s6s9s21s1:218:12
TTFP0s0.35s1.2s2.03.2s11s41s
Shadow Rays0.678 M

3.26 M

10.8 M16.94 M43.4 M173.6 M694.5 M
RMSE0.156990.1001150.05017870.03963990.02425150.01174130.00693426

3Delight

Samples248163264128256
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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
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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



Conclusions

  • 3Delight generates light samples that are algorithmically better than both Arnold and RenderMan. In short, for N effective samples:

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