Visual Comparisons β Sobol' & MISΒΆ
This page shows the concrete, pixel-level effect of RayON's two key variance-reduction techniques side by side. Drag the vertical slider in each pair to reveal how the right-hand image differs from the left-hand one.
How to read the comparisonsΒΆ
Each scene is shown with three slider pairs, isolating one variable at a time:
| Pair | Left image | Right image | What you see |
|---|---|---|---|
| Sobol' effect | PCG sampler, MIS off | Sobol' sampler, MIS off | Noise reduction from quasi-random sampling alone |
| MIS effect | Sobol' sampler, MIS off | Sobol' sampler, MIS on | Noise reduction from Next-Event-Estimation alone |
| Combined | PCG sampler, MIS off | Sobol' sampler, MIS on | Full improvement β the real-world default vs worst-case baseline |
All renders: 1280 Γ 720 px, offline CUDA mode. The caustics chapel uses 512 SPP; all other scenes use 64 SPP.
How much noise?
At 64 SPP, differences are dramatic β this is deliberately the "hard" regime where both techniques matter most. In production at 2 048+ SPP the images converge and the differences narrow, but the wall-clock time saving (fewer samples needed) is the same.
Scene 1 β OBJ Statue
A metallic statue illuminated by a single rectangular area light. The rough-mirror surface scatters light in a broad lobe β NEE (MIS) is very effective here because diffuse-like surfaces benefit most from direct light sampling. Sobol' reduces the structured noise visible in the unlit regions of the ground plane.
Sobol' effect (MIS disabled)ΒΆ
Left: PCG (pseudo-random) | Right: Sobol' (quasi-random) β MIS disabled on both. Sobol' reduces high-frequency grain in the shadow regions and on the ground plane.
MIS / NEE effect (Sobol' sampler)ΒΆ
Left: MIS disabled | Right: MIS enabled β Sobol' sampler on both. Next-Event Estimation dramatically reduces noise on the lit portions of the statue and ground.
Combined effect (baseline vs full)ΒΆ
Left: PCG + no MIS (worst-case baseline) | Right: Sobol' + MIS (production default). The improvement is substantial β equivalent to rendering 8β15Γ more samples with the baseline.
Scene 2 β Caustics Chapel
The hardest test: a small, very bright area light illuminating through refractive glass spheres in a dark room. Without MIS, most rays never find the light and the image is dominated by fireflies. At 512 SPP the effect of each technique is still clearly visible.
Sobol' effect (MIS disabled)ΒΆ
Left: PCG | Right: Sobol' β MIS disabled on both (512 SPP). Sobol' produces more evenly distributed noise; the caustic light patches are less grainy.
MIS / NEE effect (Sobol' sampler)ΒΆ
Left: No MIS | Right: MIS on β Sobol' sampler on both. MIS eliminates most of the fireflies and dramatically brightens the correctly lit diffuse walls. Direct light contributions which were rare without NEE are now sampled explicitly.
Combined effect (baseline vs full)ΒΆ
Left: PCG + no MIS | Right: Sobol' + MIS. This is the most dramatic scene for both techniques combined: the wall illumination and caustic floor patterns are only visible with the full stack enabled.
Scene 3 β Color Bleed Box
A classic Cornell-box variant with strongly coloured walls. Color bleeding β the indirect bounce of coloured light onto neutral surfaces β is a purely diffuse effect that benefits significantly from both NEE and quasi-random sampling.
Sobol' effect (MIS disabled)ΒΆ
Left: PCG | Right: Sobol' β MIS disabled. Sobol' distributes samples more evenly, giving smoother color gradients on the diffuse walls.
MIS / NEE effect (Sobol' sampler)ΒΆ
Left: No MIS | Right: MIS on β Sobol' sampler. NEE resolves the direct illumination on the floor and ceiling cleanly. The soft shadow under the spheres and the colour bleeding on the far wall are both sharper.
Combined effect (baseline vs full)ΒΆ
Left: PCG + no MIS | Right: Sobol' + MIS.
Scene 4 β Default Scene (area-light only)
The standard RayON default scene with ambient lighting disabled so that all illumination comes from a single rectangular area light. The mix of rough-mirror, glass, and diffuse surfaces exercises all code paths: MIS helps diffuse surfaces; Sobol' helps specular highlights.
Sobol' effect (MIS disabled)ΒΆ
Left: PCG | Right: Sobol' β MIS disabled. Look at the unlit ground plane and the rough-mirror sphere: Sobol' produces finer, more uniform grain vs the clumpy PCG noise pattern.
MIS / NEE effect (Sobol' sampler)ΒΆ
Left: No MIS | Right: MIS on β Sobol' on both. The shadow boundary under the glass sphere, the lit side of the coloured balls, and the highlight on the rough-mirror sphere all resolve much more cleanly with NEE.
Combined effect (baseline vs full)ΒΆ
Left: PCG + no MIS (baseline) | Right: Sobol' + MIS (production default). At 64 SPP the default configuration is already approaching 256+ SPP quality with the baseline.
Quantitative summaryΒΆ
| Technique | Dominant benefit | Cost |
|---|---|---|
| Sobol' sampler | Uniform noise, faster convergence everywhere | ~0% overhead (same ops, better coverage) |
| MIS / NEE | Massive firefly reduction; direct lighting resolved at very low SPP | +1 shadow ray per diffuse bounce (~25β40% more rays) |
| Sobol' + MIS | Best of both: low-discrepancy + direct sampling | Combined but non-additive overhead |
For the theoretical background, see:
- Sobol' Quasi-Random Sampling β direction vectors, Gray-code ordering, Owen scrambling
- Multiple Importance Sampling β power heuristic, NEE, GPU implementation