POV-Ray : Newsgroups : povray.beta-test : Micronormals + Media Speedup Server Time
4 Jul 2024 12:57:14 EDT (-0400)
  Micronormals + Media Speedup (Message 1 to 8 of 8)  
From: clipka
Subject: Micronormals + Media Speedup
Date: 24 Aug 2009 02:49:13
Message: <4a9237e9@news.povray.org>
Man, I need to do some "blog-posting" on this one right now...

See the attached scene? That's micronormals-based blurred reflections 
(with a lousy 10 averaged textures) combined with scattering media. 
That's a good recipe for /ugly/ render times: It took beta.34 a bit over 
50 minutes worth of CPU time on my Linux machine (not to speak of 3.6, 
which took over 60 minutes wall clock time).

I just managed to cut that down to less than 25 minutes of CPU time with 
a patch.

Boy, I love it when render times crumble...!


Other scenes combining averaged or pattern-mapped textures with media 
will likely benefit, too (though possibly not to such an extreme).


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Attachments:
Download 'micronormals.pov.png' (408 KB)

Preview of image 'micronormals.pov.png'
micronormals.pov.png


 

From: clipka
Subject: Re: Micronormals + Media Speedup
Date: 24 Aug 2009 03:03:48
Message: <4a923b54$1@news.povray.org>
(Whoops - did I just post a binary in a non-binaries newsgroup? Sorry... 
I guess I'm a bit over-excited right now :-) I wonder what happens with 
the picture: Will it self-destruct by some mysterious force in a few 
ticks? Hum...)


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From: Thomas de Groot
Subject: Re: Micronormals + Media Speedup
Date: 24 Aug 2009 03:18:50
Message: <4a923eda$1@news.povray.org>
That certainly is an interesting development. Good work (as always).

Thomas


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From: Edouard
Subject: Re: Micronormals + Media Speedup
Date: 24 Aug 2009 03:45:01
Message: <web.4a92449c68bf90ce45f5ea40@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> (Whoops - did I just post a binary in a non-binaries newsgroup? Sorry...
> I guess I'm a bit over-excited right now :-) I wonder what happens with
> the picture: Will it self-destruct by some mysterious force in a few
> ticks? Hum...)

A ghost from the '80s appears and shouts at you for overwhelming their UUCP
link. Luckily you don't have a sig that's more than 4 lines, or you'd really be
in trouble!


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From: clipka
Subject: Re: Micronormals + Media Speedup
Date: 24 Aug 2009 03:58:28
Message: <4a924824@news.povray.org>
Edouard schrieb:
> A ghost from the '80s appears and shouts at you for overwhelming their UUCP
> link. Luckily you don't have a sig that's more than 4 lines, or you'd really be
> in trouble!

I attack the ghost with my silver sword.

(*rolls dice*)


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From: Le Forgeron
Subject: Re: Micronormals + Media Speedup
Date: 24 Aug 2009 12:46:13
Message: <4a92c3d5@news.povray.org>
Le 24/08/2009 09:58, clipka nous fit lire :
> Edouard schrieb:
>> A ghost from the '80s appears and shouts at you for overwhelming their
>> UUCP
>> link. Luckily you don't have a sig that's more than 4 lines, or you'd
>> really be
>> in trouble!
> 
> I attack the ghost with my silver sword.
> 
> (*rolls dice*)
You score a wonderful critical hit...
but it seems to have no effect on the ghost.
On second thought (easy success in occultism/knowledge/wisdom), you now
remember that silver is for lycanthrope, you need cold iron against
ghosts & spirits.

Despite your unfriendly move, the ghost keeps sentencing you for what
looks like hours and days.
Sleepless and bored to death, you finally fall to the ground.

When you wake-up, only 5 seconds since your last move has really elapsed.


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From: Chambers
Subject: Re: Micronormals + Media Speedup
Date: 25 Aug 2009 09:52:56
Message: <4a93ecb8$1@news.povray.org>
Nice effect.  What was the key to the speedup?

...Chambers


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From: clipka
Subject: Re: Micronormals + Media Speedup
Date: 25 Aug 2009 18:47:27
Message: <4a9469ff$1@news.povray.org>
Chambers schrieb:
> Nice effect.  What was the key to the speedup?

Until now, media effects between a ray's origin (e.g. the camera) and an 
object would be computed for each of the object's sub-textures 
separately (except for multi-layered textures).

Somehow I thought that didn't really make much sense...

I moved that code to be called only after all sub-textures have been 
evaluated.


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