From BlenderWiki
| Types of scenes: |
| Three types of scene have been identified to evaluate the raytracer:
- Regression scenes - very small scenes to test code correctness (results)
- Concept scenes - handpicked scenes to test and measure specific characteristics (results)
- Real case scenes - real works case (results)
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[edit] Regression Scenes
Those should be as small/fast as possible and test each feature of raycode.
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| Tests instances support and mirror rays
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| Tests mirror rays, blurry and exact, it's also possible to see a bug of shading code, that's performing exact mirror on the reflection of the right cube.
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| Tests Ambient occlusion and area lamps, this scene also has very small polies that creates banding effect due to incorrect code handling neighbour faces
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| Tests transparent shadows, and instance support
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| Stresses instances and ray-mirrors
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[edit] Concept Scenes
handpicked scenes to test and measure specific characteristics
[edit] Teapot in stadium
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| A very small and highly detailed object inside a very low and large poly scene
- a close view of the highly detailed mesh + low poly environ
- a close view of the highly detailed mesh + without low poly environ
[edit] reason
- Should break octrees or other grids methods.
- Comparisons of how optimal the other methods are.
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[edit] Wire scene
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| A scene where the probability of a ray hitting a mesh is very low, that means full of objects with holes. Probably a scene with a centered mirror object covered by many wire objects.
- a curved mirror object (to break ray coherence)
- a flat mirror object (to take advantage of ray coherence)
[edit] reason
- test full-space transverse (rays would need to transverse a big part of tree to get a hit result)
- test ray coherence
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[edit] Highly overlap scene
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| A scene where each primitive and each object BB's is higly overlapping others BB's. That would be like a large box with boxs inside with boxs inside with boxs inside...
[edit] reason
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[edit] Sub-linear test
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| A really highly detailed scene
- An overview of the whole scene
- An overview of a small part of the scene
[edit] reason
- show that raytrace is performing well, render time should be similar on both views
- show that for large scenes the Zbuffer is the "slow" part
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[edit] Axis aligned scenes
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| Architecture scene
- a normal one
- and one with the scene rotated so that primitives aren't axis aligned
[edit] reason
- test BB handling of axis aligned volumes
Any architecture scene?
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[edit] Shadow scene
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| A scene with large parts in total shadow of some lamps
[edit] reason
- test any heuristics to lamp visibility
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[edit] Real Case Scenes