percentcer 17 hours ago

This was the original goal of the Cornell box (https://en.wikipedia.org/wiki/Cornell_box, i.e. carefully measure the radiosity of a simple, real-world scene and then see how closely you can come to simulating it).

For realtime rendering a common thing to do is to benchmark against a known-good offline renderer (e.g. Arnold, Octane)

  • mkl 5 hours ago

    That's for realistic 3D rendering, a totally different problem from 2D vector graphics.

embedding-shape 17 hours ago

Correctness of what exactly? It's a "render" of reality-like environment, so all of them make some tradeoff somewhere, and won't be 100% "correct" at least compared to reality :)

  • jmpeax 17 hours ago

    Correctness with respect to the benchmark. A slow reference renderer could produce the target image, and renderers need to achieve either exact or close reproduction to the reference. Otherwise, you could just make substantial approximations and claim a performance victory.

  • user____name 17 hours ago

    Bezier curves can generate degenerate geometry when flattened and stroke geometry has to handle edge cases. See for instance the illustration on the last page of the Polar Stroking paper: https://arxiv.org/pdf/2007.00308

    There are also things like interpretting (conflating) coverage as alpha for analytical antialiasing methods, which lead to visible hairline cracks.

  • qingcharles 11 hours ago

    I assume parent commenter means to avoid things like rendering the same pixel twice for adjacent paths, and avoiding gaps between identical paths. These are common problems for fast renderers that take liberties with accuracy over speed. (e.g. greater numerical errors caused by fixed point over floating point)