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Also, we need a "binary" scene file, that the parsed scene can be stored in.
That way, the scene is parsed once, stored in a shared file (or the file can be
shipped to each rendering engine), then rendered by the farm. Perhaps more
efficient than each render-farm element parsing the same scene in order to render
"chunks" of it.
Randy Hawley
Lutz-Peter Hooge wrote:
> In article <355### [at] 3-e net>, dan### [at] 3-e net says...
> > Distributing rendering in chunks is rather crude, it is far better to write
> > code that spreads computational loops and recursion etc. over as many
> > threads
>
> Why? I think, for performance, this is worse then rendering chunks,
> because the OS also needs CPU time for assigning tasks to each CPU.
> And the more often the different threads/tasks change/interact, the more
> time it needs. So, for maximum performance it should IMHO be best to
> split the rendering in exactly as many different tasks as there are CPUs
> available, and then let each of them do their work completely on their
> own.
>
> Lutz-Peter
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