there you go.  You can find the
bunny model in my scene radiosity_and_bunnies.  I posted the source
in povray.binaries.scene-files...
You know, ridiculously low error_bound
values don't really help much.  Fiddling with lower pretrace steps
gives far better results IMO...
#local HQ = 0;
#local GI = 1;
#local GIgather = 0;
#local CAD = 0;
#local CAMS = 1;
#if (GI)
#local LF = .5;
#else
#local LF = 1.1;
#end
global_settings {
    #if (GI)
    radiosity {
        brightness
1.2
        always_sample
no
        #if (!GIgather)
           
load_file "bunny.rca"
        #else
           
save_file "bunny.rca"
           
#if (HQ)
           
count 200*4 //1400
           
error_bound .2
           
low_error_factor .2
           
adc_bailout .01/.4
           
nearest_count 14
           
recursion_limit 3
           
#else
           
count 80*10
           
error_bound .2
           
adc_bailout .01/.7
           
low_error_factor .2
           
nearest_count 18
           
recursion_limit 3
           
#end
        #end
        pretrace_start
04
        pretrace_end
006
        gray_threshold
7
    }
    #else
    ambient_light 1.4
    #end
}
background { rgb 0 }
union {
    plane { y, 0 pigment {
rgb 1 } finish {ambient 0} }
    #if (0)
    sphere {y*.7,.7 
        texture
{
           
//pigment {rgb 1} 
           
        pigment{ marble turbulence
1.2 octaves 5 lambda 4 scale 1.4 color_map {[0 rgb 1][.7 rgb 1][.77 rgb
8][1 rgb .6]} }
           
finish {ambient 0 diffuse .62}
        }
    }
    #else
    object {#include "meshstandford_bunny.inc"
scale 10 rotate -y*120 translate -y*.08 }
    #end
    #if (!GI)
    light_source { 20*(4-z*8)
8
        #if (HQ)
        area_light
x*50,z*50,18,18 jitter adaptive 0 circular orient
        #end
    }
    light_source { 20*(4-z*4)
8
        #if (HQ)
        area_light
x*60,y*60,18,18 jitter adaptive 0 circular orient
        #end
    }
    #else
    box { -30, 30 translate
20*(4-z*8) pigment {rgb 1} finish { ambient 9 diffuse .8 } }
    box { -30, 30 translate
20*(4-z*4) pigment {rgb 1} finish { ambient 9 diffuse .8 } }
    #end
    
    rotate -y*50
    rotate -x*20
    translate z*3-y/2
}
#if (!GI)
light_source { -z*2+y/3+x .56 shadowless
}
#end
camera { aperture .2 blur_samples 40
focal_point y*.15+z*2.2 }