POV-Ray : Newsgroups : povray.unofficial.patches : SSE2 optymalization of Intersect_Triangle function : Re: SSE2 optymalization of Intersect_Triangle function Server Time
9 Jun 2024 02:25:51 EDT (-0400)
  Re: SSE2 optymalization of Intersect_Triangle function  
From: Rangifer
Date: 29 Jan 2005 06:30:45
Message: <41fb73e5@news.povray.org>
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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