Once the 3D scene is ready, Predict Engine can be started and the scene will automatically be configured from Unity. There are several ways to start and display the Predict Engine simulation in Unity :
Game view overlay : the simulation is started when the Unity "Play" button is pressed, the simulation appears in front of the Unity render in the Game view. This display mode is originally designed to be embedded in Unity applications with scripted interactions. See details here.
Engine window : the simulation is started from a dedicated window. This display mode is originally designed for image generation. See details here.
VR Integration : the simulation is started manually or by script from a component in the scene, the simulation texture can be used on a material or retrieved from the component for any custom use. This display mode is originally designed for VR applications and custom scripted behaviours. See details here.
Tracing light paths from the camera and sorting rays drastically help to reduce rendering times. Nevertheless, the global illumination process remains a computation-intensive task. Hundreds to thousands of light path samples per pixel (spp) might still be necessary to obtain accurate results.
In the case of Path Tracing (and Monte-Carlo methods in general), insufficient light path samples translate to noise in the final image. Such noise can be removed by generating more samples per pixel, thus increasing the rendering time. This can be observed in the following examples (results obtained using a workstation powered by 3 NVIDIA RTX 2080 graphics cards):
32 spp (computed in less than 1 second)
512 spp (computed in 3 seconds)
131 000 spp (computed in 15 minutes)
The correct amount of path samples required to obtain noise-free images depends on the scene content and, more specifically, on the complexity of the paths that light follows before reaching the camera.
For instance, indoor scenes take longer to render when most light comes from the external environment and must cross windows to lit the objects. In the same vein, caustics effects due to refractions or shiny surface reflections might require more time to render smoothly as they involve two or more bounces between the camera and the light source. This can be observed in the following examples:
32 spp (computed in less than 1 second)
512 spp (computed in 3 seconds)
131 000 spp (computed in 15 minutes)
As can be seen, noise remains visible in the caustics areas at 512 spp (middle image). In contrast, at equivalent spp, the result obtained in the previous example with the textile material is almost noise-free.