The following images show the results of various renders of the studio scene (16 samples per pixel, 64 radiance map samples per pixel sample):
No multiple importance sampling. Notice how the surface plate is still somewhat noisy and there these annoying black specks. |
With multiple importance sampling, the noise situation is much better. But the underside of the spheres is a little dark. |
Irradiance caching, with an error threshold of 0.2. The lighting is better, but there are artifacts caused by the irradiance cache interpolation. |
Irradiance caching, with an error threshold of 0.05. The artifacts are much reduced. I stopped here to avoid unnecessarily long render times. |
Here is an image of the rendered cars and its matte: