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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)


[edit] Regression Scenes

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

Tests instances support and mirror rays
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.
Tests Ambient occlusion and area lamps, this scene also has very small polies that creates banding effect due to incorrect code handling neighbour faces
Tests transparent shadows, and instance support
Stresses instances and ray-mirrors

[edit] Concept Scenes

handpicked scenes to test and measure specific characteristics

[edit] Teapot in stadium

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

[edit] views

  • 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.

[edit] files


[edit] 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.

[edit] views

  • 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

[edit] files


[edit] 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...

[edit] reason

  • breaks bounding volumes

[edit] files

[edit] Sub-linear test

177% faster
A really highly detailed scene

[edit] views

  • 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

[edit] files

[edit] Axis aligned scenes

189% faster
255% faster
Architecture scene

[edit] views

  • 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

[edit] files

Any architecture scene?

[edit] Shadow scene

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

[edit] reason

  • test any heuristics to lamp visibility

[edit] files

[edit] 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