About Render Engines part 2

Each render algorithms has different benefit in different Scene / Light Situations.  Some common Render engines using following Algorithms:

Here is list Pro and Con based on my own Experience :   

Pathtracer

Pro :

  • easy to use
  • best for exteriors
  • great characters and outdoor renderings

Con :

  • bad for caustic
  • not so good for interiors with much indirect lighting and small light sources

BiDirectional Pathtracing

Pro :

  • very good for interiors
  • good and fast caustic 

Con :

  • not so fast for outdoor rendering
  • slow for reflected caustics

Spectral Rendering

Pro :

  • super easy to use
  • most correct physics 
  • mediun rendering
  • make use of physical correct modeling
  • great out of box image quality

Con :

  • slower rendering 
  • more memory use 32 floats instead 3
  • need physical correct materials
  • hard to get aov etc..
  • shader limitation

Metropolis Light Transport

Pro : 

  • faster for reflected caustic
  • excellent for caustic
  • best for interiors (indirect lighting, small light sources)

Con :

  • very slow for exteriors

Path Guiding

Pro :

  • extreme good for interiors (indirect lighting, small light sources)
  • much faster than PT for scenes with very difficult lighting (e.g. light coming through a small opening, lighting the scene indirectly)
  • fast caustics

Con :

  • not so fast for glossy materials
  • more setup time (tweaking render settings)
  • problems with detailed geometry

Biased Rendering

Pro :

  • fastest rendering
  • very useful for caustics + reflected caustics
  • most flexible render setups
  • great shader hacks

Con :

  • hard to setup
  • need knowledge if optimization algorithms
  • hard deal with large dataset
  • biased, artefacts, splotchy, low frequency noise
  • can have large memory footprint

stochastic progressive photon mapping

  • best for indoor
  • small memory footprint
  • handles all kinds of caustics robustly

Published by Heribert Raab

getting stuff done

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