Unable to Reproduce the Volumetric Caustics Example Render #1792
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Disgruntoad
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Hi @Disgruntoad I've moved this to a discussion, because I don't think there is a bug here. I think all of your images can hopefully be useful to someone who runs into the same issue. A couple of notes:
In any case this is hard scene to render noise-free. I've applied the changes above, and rendered it on a 4090 with 64k samples at 256 x 256 (~4 minutes). |
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Hi all, I'm trying to reproduce the Volumetric Caustics demo (under "Simple Scenes") (https://mitsuba.readthedocs.io/en/stable/src/gallery.html)
This is the demo image:

From the author (https://benedikt-bitterli.me/resources/):
To note, this is all done on mitsuba 3.6.4, drjit version 1.0.5, ubuntu 24.04, rendered with a 4090. on driver version 570.133.20 and cuda version 12.8.
I was producing very noisy images that did not approximate the original render, so I modified the xml file in an attempt to more faithfully reproduce the render. This is not exactly the same scene -- the main difference is that the ceiling light is larger and dimmer than the original scene as the small rectangle in the original image was causing too much Monte Carlo noise (or a point source I tried to replace it). The fog also extinguishes slower. So I definitely expect some rendering differences. The other major difference is the addition of a constant emitter. Without it, the scene is much noisier.
I render by averaging 10 passes to reduce monte carlo noise:
WARNING: This takes about an hour to process on a 4090.
This is the result:

Here's a single pass render without the constant emitter,

sigma_t=0.2(sigma_t=0.5is far noisier):Note that without the area light (just the constant emitter), a single render pass produces:

(This is a single pass with
sigma_t=0.5(as in Bitterli's original render) instead ofsigma_t=0.2as above)A single pass without the fog and without the area light:

A single pass without the fog but with the area light (hide_emitters=True):

Just to be clear, these are demonstrative renders-- I was messing with the xml file a lot trying to figure out what was going on, so some of the other settings may vary slightly and not be perfectly reproducible with the xml script above.
Note that I am collecting 2209 samples per pixel, or up to 22090 for the 10x pass. Is this all Monte Carlo noise? The image also does not appear to be converging towards the scene rendered by Bitterli.
The rendering result looks so different that I do wonder if there is an issue with the area / point light sources, if this is my fault for setting up the scene incorrectly, or if this is expected behavior for monte carlo noise (based on #1082). Still, I'm unable to recreate the example image, so I thought submitting an issues ticket would help future users to render this scene properly.
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