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is there any way to evaluate the complexity of a scene in povray 3.5 with an
absolute measure like triangles as in opengl?
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pasta wrote:
> is there any way to evaluate the complexity of a scene in povray 3.5 with an
> absolute measure like triangles as in opengl?
The complexity of the scene code for the parser can be measured by the
number of tokens (as reported by POV-Ray). There is no way to measure
the complexity of a scene for the renderer, you can have a scene of just
256 bytes without fancy loops and macros that takes hours to render, see:
http://astronomy.swin.edu.au/~pbourke/povray/scc3/final/
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 01 May. 2004 _____./\/^>_*_<^\/\.______
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There is no way to have a precise complexity "measurement".
Although this concept is very relative, there are two major standard
measures: the memory used by the algorithm and the time spent by the
algorithm
In POV-Ray, both measures depends on the primitives used, and in the
combination of them. For instance, using photons may increase both memory
and time by a factor of 2 or 3 (or even more...), but its usage corresponds
to a very few tokens.
I guess that the only way to measure the scene "complexity" is rendering it
and measuring memory peaks and the time spent in the rendering process.
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Leonardo wrote:
> There is no way to have a precise complexity "measurement".
> Although this concept is very relative, there are two major standard
> measures: the memory used by the algorithm and the time spent by the
> algorithm
You can easily create a scene in POV that uses only a few 100k of memory
and takes days to render.
> In POV-Ray, both measures depends on the primitives used, and in the
> combination of them. For instance, using photons may increase both memory
> and time by a factor of 2 or 3 (or even more...), but its usage corresponds
> to a very few tokens.
>
> I guess that the only way to measure the scene "complexity" is rendering it
> and measuring memory peaks and the time spent in the rendering process.
And both are no way measures for the complexity of a scene. One of the
most loved (and most hated) things about POV-Ray is that there are
always multiple ways to accomplish a certain effect. To find the most
efficient way is what Poving is all about...
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 01 May. 2004 _____./\/^>_*_<^\/\.______
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