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"Warp" <war### [at] tag povray org> wrote in message
news:48fb0aa1@news.povray.org...
> Zeger Knaepen <zeg### [at] povplace com> wrote:
>> > WITHOUT inside_vector: 735 sec.
>> > WITH inside_vector: 761 sec.
>> >
>> > That's a 3% to 4% increase, on my 2.2 GHZ single-core PC.
>
>> is this just one frame ? I think for accurate results, you should render
>> as
>> many frames as you can, and average the render-times. For all we know,
>> the
>> difference you came up with now could be due to, I don't know, Windows
>> Update for instance
>
> If I'm not completely mistaken, POV-Ray only counts the time it's
> running,
> not how much the system clock has advanced. (But I might remember this
> wrongly.)
I'm not sure about that, I don't think so, but that again is easily tested:
a relatively slow rendering scene rendered identically a couple of times
should, if you're right, always have the exact same render-time.
Setting up a scene right now :)
-- START CODE --
camera {
location <1,3,-10>
look_at 0
}
light_source {
<500,500,-500>
rgb 1
}
julia_fractal {
<-0.083,0.0,-0.83,-0.025>
quaternion
sqr
max_iteration 640
precision 1500
pigment {rgb 1}
}
-- END CODE --
1st try: 28s
2nd try: 32s
I tried to force a longer rendertime by moving around this reply-window
(moving windows around is very processor-intensive apparently) while it was
rendering. I first tried to move around the render window, but for some
reason, POV-Ray didn't notice it was finished rendering, and the timer kept
on running.
> Anyways, it would be interesting to see rendering times of such meshes
> in different situations. For example make a union of the mesh and some
> other object (non-mesh, or even another mesh). Use some atmospherical
> effects such as fog (probably makes no difference, but doesn't hurt to
> try). Instantiate the mesh several times. Things like that.
trying it now!
- a random 5000 triangle mesh, no inside_vector, no fog, no csg, average
rendertime over 5 renders -> 33.2s
- same 5000 triangle mesh, no inside_vector, fog, no csg, average rendertime
over 5 renders -> 34.2s
- same 5000 triangle mesh, no inside_vector, no fog, csg (union with a
non-interfering sphere), average rendertime over 5 renders -> 34.2s
- same 5000 triangle mesh, no inside_vector, fog, csg (union with a
non-interfering sphere), average rendertime over 5 renders -> 34.4s
- same 5000 triangle mesh, inside_vector x, no fog, no csg, average
rendertime over 5 renders -> 36.4s
- same 5000 triangle mesh, inside_vector x, fog, no csg, average rendertime
over 5 renders -> 37.2s
- same 5000 triangle mesh, inside_vector x, no fog, (union with a
non-interfering sphere), average rendertime over 5 renders -> 38s
- same 5000 triangle mesh, inside_vector x, fog, (union with a
non-interfering sphere), average rendertime over 5 renders -> 38s
(with "non-interfering sphere" I mean a sphere that doesn't overlap or
intersects with the mesh, but is on screen)
inside_vector does seem to cause slower rendertimes, even without csg
cu!
--
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x) // ZK http://www.povplace.com
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