Global Illumination Testscenes


Here are some pictures rendered with my JAVA path tracer. The scenes are test scenes, as described in
"Global Illumination Test Scenes," Tech. Rep. UUCS-00-013, Computer Science Department, University of Utah, June 2000.
http://www2.cs.utah.edu/~bes/papers/scenes. Please refer to this page for more info w.r.t. these scenes.

All images were originaly generated in RGBE, but are transformed to tiff using an appropriate gamma-factor for my
display. Also, I modified the power of the light sources in the scenes to obtain more uniform levels of radiance values over all pictures.

Sadly, I didn't record any execution times so far, but I will try to give executiuon stats in a future update.

No pictures yet for Scene 5 or Scene 4 (caustic).
 

Scene Viewing Rays Shadow Rays Indirect Rays Indirect
Bounces
Tif file
Scene 1 1 per pixel, stratified 1 per viewing ray per light source, stratified area sampling 0 0 picture
Scene 1 4 per pixel, stratified 1 per viewing ray per light source, stratified area sampling 0 0 picture
Scene 2 1 per pixel, stratified 1 per viewing ray per light source, stratified area sampling 0 0 picture
Scene 2 4 per pixel, stratified 4 per viewing ray per light source, stratified area sampling 0 0 picture
Scene 2 9 per pixel, stratified 9 per viewing ray per light source, stratified area sampling 0 0 picture
Scene 3 1 per pixel, stratified 1 per viewing ray per light source, stratified area sampling 1 per viewing ray, stratified hemisphere cosine sampling 1 picture
Scene 3 1 per pixel, stratified 1 per viewing ray per light source, stratified area sampling 100 per viewing ray, stratified hemisphere cosine sampling 1 picture
Scene 3 9 per pixel, stratified 1 per viewing ray per light source, stratified area sampling 100 per viewing ray, stratified hemisphere cosine sampling 1 picture
Scene 4 1 per pixel, stratified 1 per viewing ray per light source, stratified area sampling 1 per viewing ray, stratified hemisphere cosine sampling 1 picture
Scene 4 1 per pixel, stratified 1 per viewing ray per light source, stratified area sampling 100 per viewing ray, stratified hemisphere cosine sampling 1 picture
Scene 4 9 per pixel, stratified 1 per viewing ray per light source, stratified area sampling 100 per viewing ray, stratified hemisphere cosine sampling 1 picture

See also the Global Illumination Compendium for more info on GI algorithms.



Philip Dutré (Philip.Dutre@cs.kuleuven.ac.be)