POV-Ray : Newsgroups : povray.beta-test : [speed considerations] evaluate in isosurface : Re: [speed considerations] evaluate in isosurface Server Time
29 Jul 2024 02:22:38 EDT (-0400)
  Re: [speed considerations] evaluate in isosurface  
From: Warp
Date: 15 Jun 2005 03:50:27
Message: <42afddc3@news.povray.org>
JYR <jyr### [at] hotmailcom> wrote:
> Are you implying that each block of 1024 pixels is
> actually a new picture on its own and POV resets the evaluate parameters
> before each?

  If some data is modified during rendering (ie. it's not read-only),
sharing it between threads introduces problems. The 3.7 code tries to
avoid this as far as possible: Most of the scene data, once parsed and
created, is read-only, ie. is not modified during rendering (with some
parts of the code it actually required some rewriting for this to be so
because they needlessly used eg. temporary buffers which were modified
during rendering).

  If there's no way around it, ie. some feature simply must modify its
data during rendering, then the next best choice is to allocate the
data separately for each thread. In practice this means, indeed, that
each thread is basically its own separate render (even though they share
most of the read-only scene data in memory, thus saving great amounts
of it).

  I don't know what is the case specifically with isosurface evaluation,
though.

-- 
                                                          - Warp


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