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Jerry Feldman wrote:
> Mike Raiford <mra### [at] hotmail com> wrote:
>
>
>>What this is used for is checking things like object bounding. This
>>helps a scene creator determine if there is an efficiency problem in the
>>scene. (an example would be if this number were well below about 5%
>>there would be a major problem, something is not bounded properly and
>>manual bounding may be needed)
>>
>>AFAIK the only measurement for the benchmark is the time to render the
>>scene.
>
> Thanks for the reply.
> In my case we ran 2 different compilers each with optimization levels O3, O2
> and o). The numbers were different but consistent for each run. Nearly all
> of the percentages were above 5%, but there were some well below.
> ICC Opt level O3:
> Isosurface Cache 127619 41187 32.27
> Mesh 15396094 65150 0.42
> Plane 92422022 1296548 1.40
> Sphere 282061960 167429963 59.36
>
> GCC Opt level O3
> Isosurface Cache 131983 41748 31.63
> Mesh 15317900 65226 0.43
> Plane 92179859 1292354 1.40
> Sphere 281530294 166539345 59.16
Interesting... I don't know any explanation for the differences, except
that each compiler optimizes differently and gives a slight difference
to when the interesection test passes or fails.
One other note: Something like mesh, the bounding box could potentially
be much larger than the actual object, resulting in a bounding miss
(resulting in the low percentages)
--
~Mike
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