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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 graph shows the time required to achieve a certain quality. From user's perspective, this is an important quantity.

Chart
width800
titleRMSE vs. TIME
typexyLine
yLabelRMSE
xLabelTime
Time5.72s7.6312.1520.6837.7572.07142.05280.68
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 graph shows how much time it takes to build the acceleration data structure depending on sample/ray count.

Chart
width800
domainAxisUpperBound300
titleTime to First Pixel vs. SamplesRays
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

*TTFP = Time to first pixel.

Samples (effective)2 (1.23)4 (4.91)8 (19.64)10 (30)16 (78.56)32 (314.29)64 (1257.18)
Image



Time1s12s26s69s921s211:21814928:12
TTFP*0s00.35s351.2s22.03.2s211s1141s41
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

...

Samples248163264128256
Image

Time (s)5.72s727.63s6312.82 s20.68 s37.75s7572.07s07142.05 s302.98
TTFP 333333(s)222222223
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

...

Samples12481632642565121024
Image

Time (s)6.74s747.23s237.99s999.42s4212.12s1218.51s5129.401:3898.083:15195.776:23.39
TTFP (s)3.1s13.24s44.7s76.7s79s915.5s551.2s2

97s97



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

...

    1. 3Delight Variance ~ 1/x
    2. Arnold Variance ~ 1/sqrt(x)
    3. RenderMan/RIS Variance ~ 1/sqrt(x) (but could be slightly worse, needs more tests)

  • 3Delight is slower to generate these samples. For draft renders (high variance), Arnold is fastest. For final renders (low variance) 3Delight becomes increasingly faster with increasing samples.
  • Both Arnold and RenderMan/RIS produce biased images at low sample counts. More specifically: images are darker. 3Delight manages to keep the same energy overall independent on independently of sample counts.
  • Arnold, 3Delight and RenderMan/RIS rely on acceleration data structures to sample the geometric area lights. In Arnold and RenderMan, the algorithmic complexity to build those data structures is tied – linearly, as the graph shows –  to the number of samples (as well as the complexity of the light). In 3Delight, only to the complexity of the light matters (time to first pixel for 3Delight was 2-3 seconds no matter how many samples there are). 



Resources



RenderMan/RISArnold3Delight
Images and Stats


Maya Scene

Remarks
The same scene works with both Maya and Arnold