POV-Ray : Newsgroups : povray.programming : Computationally intensive parts of POV-ray? : Re: Computationally intensive parts of POV-ray? Server Time
25 Apr 2024 07:02:55 EDT (-0400)
  Re: Computationally intensive parts of POV-ray?  
From: Thorsten Froehlich
Date: 17 Mar 2010 03:39:40
Message: <4ba0873c$1@news.povray.org>
On 17.03.10 00:29, Michael wrote:
> I'm trying to locate portions of POV-ray that bottleneck performance so that I
> can try and offload some of POV-ray's workload onto a hardware accelerator.  I'm
> just trying to see how fast I can get POV-ray to run by programming an FPGA to
> accelerate certain portions of the code, but I'm finding it hard to locate in
> the source.

The bottlenecks for POV-Ray that best fit into hardware are the same as for 
any other ray-tracer: The bounding. It is uniform and simple (for hardware) 
and can easily be solved in parallel. You can find various SIGGRAPH papers 
(early to mid 2000s) on real-time ray-tracing that also covered or 
referenced hardware BSP algorithm implementations.

	Thorsten, POV-Team


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