POV-Ray : Newsgroups : povray.beta-test : POV 3.7 beta 31 slow with mesh objects : Re: POV 3.7 beta 31 slow with mesh objects Server Time
5 Oct 2024 15:33:44 EDT (-0400)
  Re: POV 3.7 beta 31 slow with mesh objects  
From: Vaclav Cermak
Date: 23 Mar 2009 04:39:00
Message: <49c74aa4@news.povray.org>
Fell free to use these scenes in any way.

Rad_test01 is something different and uses my own set of macros (you can 
get them at http://povarch.sourceforge.net). This scene I used to 
determine, how POV 3.7 works with trasparent objects and radiosity, you 
don't need it for the problem with meshes. Rad_test03 uses fgrass.inc 
include file made by Rune S. Johansen and can be obtained on his pages 
(http://runevision.com). With this scene I tested, if the slowdown is 
not related to complex textures (fgrass has several layers of textures 
defined by function), I concluded, that not (you can look at .stat and 
.time files there, .stat is statistics output from POV, .time is output 
of UNIX time utility). Scene with fgrass texture was rendered faster 
with 3.7 (but not two times faster, the speedup was much smaller ...).

I'll try rad_test04 with recursion_limit 1, as proposed by Carlo. C, and 
with flat meshes, as proposed by you.

clipka wrote:
> Vaclav Cermak <dis### [at] disnelcom> wrote:
>>   Test scene with statistics files from MegaPOV and POV 3.7 beta are on
>>
>>   http://devel.disnel.com/pov3.7-test
>>
>>   it is rad_test04. Mesh objects are with unnecessary high detail to
>> demonstrate the problem. Rad_test 02 and 03 are without meshes and 3.7
>> beta is mush faster than MegaPOV with them, as expected.
> 
> I took the liberty to add rad_test02 and rad_test04 to the portfolio of scenes I
> use for benchmarking radiosity code changes. The 01 and 03 scenes asked for
> additional include files which I did not find on the devel.disnel.com.
> 
> So far, tests with various variations to the radiosity code indicate that the
> slowdown is in fact highly radiosity-related.
> 
> I expect future versions of POV-Ray to still require more CPU time for the
> scenes than MegaPOV, but once again render faster in terms of "wall clock" time
> even on a DualCore.
> 
> 
>


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