Ryan Lamansky wrote:
> raven wrote:
> A better test would consist of 10s of thousands of triangles. My guess
> is that there wouldn't be much (if any) improvement because the vista
> buffer and bounding heirarchy will eliminate most of the intersection
> tests.
13680 antialiased tringles (9 teapots). A rough profiling blurts out
something like this. Total time was 8.39 sec so in this case one might
save 20% of 2.86% and the total time would drop to 8.34.. what a saving!
% cumulative self
time seconds seconds calls name
13.47 1.13 1.13 16337788 pov::Check_And_Enqueue(...)
10.25 1.99 0.86 561358 pov::Intersect_Light_Tree(...)
9.18 2.76 0.77 480000 pov::intersect_vista_tree(...)
3.93 3.09 0.33 593029 pov::compute_lighted_texture(...)
3.81 3.41 0.32 6822351 pov::priority_queue_insert(...)
3.34 3.69 0.28 863724 pov::Noise(...)
3.34 3.97 0.28 215987 pov::Intersect_BBox_Tree(...)
3.10 4.23 0.26 921538 pov::DNoise(...)
2.86 4.47 0.24 2367736 pov::Intersect_Triangle(...)
...
-r
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