This is another one of the Global Illumination Test Scenes -FROM THE YEAR 2000-presented here.
Call this one 4 out of 6.
This scene has some nasty geometry conditions if you’re doing density estimation. Estimating a collection of lighting samples in some area, as you would in say, scattering or photon mapping can be tricky here. Those algorithms can cause light to bleed from the cube to the ground, or from one side of a sharp wedge to the other. I’m not doing any of that yet.
One cube is barely touching, and the other is intersecting just a little.
These situations can also give sampling and intersections a little workout, so they still apply for me.