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Peter,
You are amazing. That's the solution! The walls now render in a "normal"
amount of time! I would never have figured that out by myself. Thanks so
much for helping me out. I just want to give you a big, wet kiss. If you
will send me your T-shirt size and address I want to make a cool Metallica
Creeping Death/Crypt T-shirt for you.
Thank you sir,
Dave
gra### [at] earthlink net
"Peter Popov" <pet### [at] usa net> wrote in message
news:5dogis0qqnuaig9coemjn6vu6kdm80ribn@4ax.com...
> I didn't have much time to test your code but here's the little I have
> found so far:
>
> 1. Antialiasing slows it down immensely
> 2. Manuallly bounding each NewBrick object in a unit box gives a
> 10-20% speedup
>
> POV reports 2 frame level objects and these are the two walls. I
> haven't ventured deep in your code (though, I must admit, it is among
> the top five I've seen, style-wise) but I found that a wall is a CSG
> intersection of a box and the union of the mortar and bricks. This
> makes it one object in terms of bounding so even with the vista buffer
> on POV has to test 30% of the images on the screen against all stones,
> which are CGSs of superellipsoids and height fields. I am pretty sure
> that if, instead of intersecting above box with the union of the
> bricks, you make a union of the intersections of this box with every
> single brick, it will speed up the render considerably, because every
> brick will then be bounded individually and rays will only be tested
> against it when necessary.
>
> There might be other optimisations to make, like using clipped_by
> instead of intersection etc. but if what I propose works as I hope it
> would, you'll have more time to experiment with extra speedup tweaks.
>
> Hope it works...
>
>
> Peter Popov ICQ : 15002700
> Personal e-mail : pet### [at] usa net
> TAG e-mail : pet### [at] tag povray org
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