Berlenga

Comparisons

Scenes: docs/media/showcase and docs/media/light-selection.

Glass shadows: NVIDIA-RTX/godot vs Berlenga#

Glass pane shadow: speckled on NVIDIA-RTX/godot, even and tinted on Berlenga

Texture filtering: NVIDIA-RTX/godot, Berlenga, raster#

Checker floor: moire on NVIDIA-RTX/godot, filtered on Berlenga, raster for reference

Emissive lights off vs on#

A pavement lit by a glowing window: dark and speckled with the setting off, evenly lit with it on

Look at the pavement under the window.

Light visibility memory off vs on#

A street among buildings with lamps hidden inside them: noisy with the setting off, much cleaner with it on

Radiance cache off vs on, equal time#

The same street at 4 bounces and equal render time: 4 samples per pixel with the cache off, 6 with it on

PhysX scene path traced#

The PhysX scene path traced at 64 samples per pixel

65 km from the origin: absolute vs camera-relative#

A cube, a mirror ball and a lamp 65 km from the origin: speckled cube and a broken reflection with absolute positions, correct with camera-relative positions

Exposure: average, histogram, dark-scene key#

A night street with lamp posts: dark with average metering, readable with histogram metering, darker again with the dark-scene key

Local exposure off vs on#

The night street: hot spots on lit walls and black facades without local exposure, detail kept with it

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