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.