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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)


Regression Scenes

Those should be as small/fast as possible and test each feature of raycode.

Soc2009-test-regression-dupliverts simple.png
Tests instances support and mirror rays
Soc2009-test-regression-raymirror.png
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.
Soc2009-test-regression-zanqdo-testAO.png
Tests Ambient occlusion and area lamps, this scene also has very small polies that creates banding effect due to incorrect code handling neighbour faces
Soc2009-test-regression-BugJag.png
Tests transparent shadows, and instance support
Soc2009-test-regression-zanqdo-mirrorFishs.png
Stresses instances and ray-mirrors

Concept Scenes

handpicked scenes to test and measure specific characteristics

Teapot in stadium

3943% faster
173% faster
A very small and highly detailed object inside a very low and large poly scene

views

  • a close view of the highly detailed mesh + low poly environ
  • a close view of the highly detailed mesh + without low poly environ

reason

  • Should break octrees or other grids methods.
  • Comparisons of how optimal the other methods are.

files


Wire scene

224% faster
267% faster
197% faster
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.

views

  • a curved mirror object (to break ray coherence)
  • a flat mirror object (to take advantage of ray coherence)

reason

  • test full-space transverse (rays would need to transverse a big part of tree to get a hit result)
  • test ray coherence

files


Highly overlap scene

333% faster
298% faster
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...

reason

  • breaks bounding volumes

files

Sub-linear test

177% faster
A really highly detailed scene

views

  • An overview of the whole scene
  • An overview of a small part of the scene

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

files

Axis aligned scenes

189% faster
255% faster
Architecture scene

views

  • a normal one
  • and one with the scene rotated so that primitives aren't axis aligned

reason

  • test BB handling of axis aligned volumes

files

Any architecture scene?

Shadow scene

262% faster
223% faster
228% faster
315% faster
A scene with large parts in total shadow of some lamps

reason

  • test any heuristics to lamp visibility

files

Real Case Scenes

335% faster
FruitBowl by Yves (lighting challenge #1)
298% faster
Kitchen by Yves (lighting challenge #2)
1379% faster
*Bottle Collection - lighting challenge #4 by Uncle Entity ref
543% faster
[Candle Light (lighting challenge #6)
671% faster
The Lighthouse (lighting challenge #16)
220% faster
Conference scene by Yves
222% faster
Sponza by Yves
148% faster
*Klein bottles by AquaticPenguin
106% faster
*Remembering the Past by Andrew Price
918% faster
Scenic by cipix
276% faster
*Cradle by ZanQdo
147% faster
*Geometry Room - modeled by BenDansie, lights and materials by Dan_G
126% faster
129% faster