This is another one of the Global Illumination Test Scenes -FROM THE YEAR 2000- presented here.
This scene was designed to test shadows created by an area light floating above 8 rectangular beams. The light is aligned with the bottom set of beams.
This is not the most exciting test scene, so I’m going to spice things up by talking about SAMPLING STRATEGIES!!! WOO!
The closer the beams are to the floor, the sharper their shadows become. This is a 10 second render to make sure my camera is in the right spot. Each pixel has one sample. Each sample has one light sample. Because I’m using the minimum number of samples, there is noise.
One interesting question posed by this scene is:
Am I better off increasing light samples or pixel samples? What are the trade-offs? I tried one render favoring light samples, and another favoring pixel samples.
A strange problem. The only compromise is not to compromise. Anyone up for chess?
The quantizing of the grey plane is irritating, but should be expected since I’m rendering to 8 bit per channel RGB.
This test doesn’t require indirect bounce, but it’s still fun to test. It’s surprising how much the bottoms of the beams fill in.
See the stripes on the floor? That’s quantizing. I’m going to work on that in the next post.