- Mitsuba is a mainly-academic renderer by Wenzel Jakob (I say mainly because I haven't seen its widespread use in non-academic setting).
The two important open source renderers that are missing in comparison:
- Cycles (comes with Blender; produces great results although it is said that it only recently has started doing a "PBR workflow")
- Luxrender (very popular with artists on deviantart; has very good OpenCL support)
Almost no one uses LuxRender or Cycles commercially to the best of my knowledge (or appleseed for that matter). Hobbyists use them, which is cool.
I'm in Los Angeles and work in the industry. Here, people use Renderman, Arnold, and in-house stuff mostly. I don't think Renderman and Arnold are used much outside of VFX. Arnold in particular is pricey, but works amazingly well.
Disney has Hyperion and Weta has Manuka, although I'm not sure if they license them out to other shops.
Not that I know of. Many houses also have specialized in-house renders for voxels and occasionally, fluids.
Hella cool! Who is rolling their own outside of Weta?
DD? Animal Logic? Double Negative? Blue Sky is super proprietary, I'm curious what they are up to...
But more studios have their own full renderers these days:
Weta has Manuka
Disney has Hyperion
Animal Logic has Glimpse
Framestore has Van Damme
Sony has their fork of Arnold
Just a few things that popped into my mind looking at them. Wouldn't mind learning a little more in objectively evaluating the renderers.
The point of that page is to evaluate renderer correctness (think of them as visual unit tests), not to really compare "which one looks better". For example, some of the images show appleseed with hard shadows, when they should be soft.
If you want to know which one is "right", Mitsuba is the one to look at as it's generally the most correct.
The graininess comes from not letting the machine renderer longer—the longer it goes, the less grainy it will be. That said, all of these renderers employ "tricks" to reduce the graininess that can make it practically impossible to remove whatever graininess slips through.
I am not a rendering expert either but IIRC "physical rendering" works by shooting photons across the scene based on a random distribution, and in the end, the finished rendering is an average version of all photon passes. If you don't shoot enough photons, the averaged out version will be noisy because there will be some hotspots were significantly more photons hit, relative to the total photon count. More photons = longer rendering time, so the graininess is in the end probably caused by a time constraint enforced for each of the images.
The noise stems from the simple fact that those renderers try to solve an infinte dimensional integral (all light reflected by all surfaces) with stochastic Monte Carlo methods, the most popular being path tracing. There are other methods (finite element radiosity for example) to simulate light transport that do not exhibit stochastic noise, but those have fallen out of favor.
All these things play a crucial part in how efficiently a renderer can produce an image with as little noise as possible.
But it's also possible to look through the noise (ignore it), and look for issues - i.e. the Classroom scene is very odd as Appleseed doesn't have soft shadows (what light type was used? PhysicalSky/Sun? HDR IBL?), and the Tungsten illumination from the environment is less warm.
In practice, every renderer has different features and settings, so the actual scenes will only be approximately the same.