In this test we will compare Geo Light sampling technology in 3Delight OSL, Arnold and RenderMan. We will use a test with a geometric area light that is composed of a relatively large number of faces. The test should allow us to find the convergence rate of each algorithm as well as general performance.
The test scene allows for procedural generation of floating area lights using the "Tubes Per Step" PaintEffects attribute.
The scene is designed to procedurally generate a number of area lights floating on top of a "city".
We are interested to find out about:
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 renderer. Having this data will allow us to draw a conclusion about convergence rate and general performance.
For light samples, Arnold use the effective sample counts that are proportional – within a constant – to the square of the UI value. As we will see, this makes perfect sense is the variance follows this same rule in the case of Arnold. This makes the light samples slider linear in term of perceived noise.
Arnold
Samples | 2 (1.23) | 4 (4.91) | 8 (19.64) | 16 (78.56) | 32 (314.29) | 64 (1257.18) |
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Image | ![]() | |||||
Time | 1s | 2s | 6s | 21s | 1:21 | 8:12 |
Shadow Rays | 0.678 M | 3.26 M | 10.8 M | 43.4 M | 173.6 M | 694.5 M |
RMSE | 0.15699 | 0.100115 | 0.0501787 | 0.0242515 | 0.0117413 | 0.00693426 |
Samples | 2 | 4 | 8 | 16 | 32 | 64 | 128 | 256 |
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Image | ||||||||
Time | 5.72s | 8s | 12.82 s | 22.18 s | 40.92 s | 86.91 | 165.69 s | 302.98 |
Shadow Rays | 2.45 M | 3.13 M | 4.51 M | 7.27 M | 12.78 M | 23.8 M | 45.88 M | 90.1 M |
RMSE | 0.0933142 | 0.0658266 | 0.0441248 | 0.0290439 | 0.0185575 | 0.0117566 | 0.00752546 | 0.00449892 |
Samples | 1 | 2 | 4 | 8 | 32 | 64 | 256 | 512 | 1024 |
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Image | |||||||||
Time | 6.74s | 7.23s | 7.99s | 9.42s | 18.51s | 29.40 | 1:38.08 | 3:15.77 | 6:23.39 |
Rays | 1.47 M | 2.94 M | 5.88 M | 11.7 M | 47.02 M | 94.14 M | 376.3 M | 751.3 M | 1499 M |
RMSE | 0.151125 | 0.121487 | 0.0953649 | 0.0728148 | 0.0373876 | 0.0265388 | 0.0138148 | 0.00854045 | 0.00396 |
The following plot gives us a good idea on the algorithm sophistication of the different light samplers.
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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.
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