Bedroom
The Bedroom is a typical interior scene with a mix of textured glossy and diffuse materials that is easy to render for a unidirectional path tracer due to large light sources: the windows are modeled as diffuse area emitters. Since most light transport is governed by diffuse materials, radiance-based guiding techniques generally improve over unidirectional path tracing. However, highly glossy materials such as the ceiling lights made out of rough glass look significantly worse when rendered using radiance-based path guiding. At equal sample counts, this issue is addressed and noise improved overall by using our product-based guiding (NPG-Product) with learned multiple-importance-sampling weights. Primary-sample-space path-sampling techniques offer little to no benefit over unidirectional path tracing with our NPS slightly outperforming PSSPS [Guo et al. 2018] with an equal number of samples.
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Charts
Lower values are better (for SSIM, we plot 1-SSIM).
MAPE
SMAPE
L1
MRSE
L2
1-SSIM
Metrics
Metric | Path Tracing | PPG | GMM | PSSPS | NPS KL | NPG-Radiance KL | NPG-Product KL scalar | NPG-Product KL | NPG-Product χ² |
---|---|---|---|---|---|---|---|---|---|
Mega Samples | 236 | 236 | 236 | 236 | 236 | 236 | 236 | 236 | 236 |
Render Time | 75s | 1.8m | 35m | 77s | 3.5m | 6.4m | 7.2m | 7.7m | 10m |
MAPE | 0.0778 | 0.0530 | 0.0628 | 0.0678 | 0.0684 | 0.0449 | 0.0366 | 0.0317 | 0.0421 |
SMAPE | 0.0834 | 0.0564 | 0.0666 | 0.0729 | 0.0738 | 0.0476 | 0.0392 | 0.0339 | 0.0453 |
L1 | 0.0227 | 0.0160 | 0.0192 | 0.0190 | 0.0197 | 0.0138 | 0.0108 | 9.49e−3 | 0.0121 |
MRSE | 8.38e−3 | 5.38e−3 | 7.37e−3 | 6.16e−3 | 6.20e−3 | 4.07e−3 | 1.85e−3 | 1.39e−3 | 2.30e−3 |
L2 | 1.07e−3 | 6.12e−4 | 8.45e−4 | 7.17e−4 | 6.77e−4 | 4.70e−4 | 2.22e−4 | 1.72e−4 | 2.72e−4 |
1-SSIM | 0.257 | 0.138 | 0.176 | 0.205 | 0.199 | 0.107 | 0.0742 | 0.0587 | 0.0969 |
(c) Disney Research