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From: architype
Subject: Re: Smaller Spheres
Date: 12 Aug 2016 01:40:00
Message: <web.57ad60e3c5ad69016b88bdd50@news.povray.org>
Hmmm I ran the standard version again, this time it took 3m 38s.
But it used 1 847 226 368 bytes. So only a small improvement in
render time, but a significant reduction in memory.
(I am not sure why I got the longer render time for the standard
version, some stuff might have been running in the background?)
I ran the test version again and it is about 1 490 000 000 bytes.
I will write a better test scene and post it as soon as I can.
Best wishes, /A


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From: architype
Subject: Re: Smaller Spheres
Date: 12 Aug 2016 02:10:01
Message: <web.57ad678cc5ad69016b88bdd50@news.povray.org>
Ok the new scene...larger resolution on the way.

std

3 851 163 objects
render time 2m 03s
800x600 no AA
peak mem 3 234 549 760 byte
parse 28 s
bounding time 54 s

tst

3 851 163 objects
render time 1m 53s
800x600 no AA
peak mem 2 304 659 456 byte
parse 20.5 s
bounding time 55 s

Best wishes, /A


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From: Bald Eagle
Subject: Re: Smaller Spheres
Date: 12 Aug 2016 08:00:01
Message: <web.57adb92dc5ad6901b488d9aa0@news.povray.org>
I could use a slightly more detailed explanation of how to implement this, just
get up and running when the download completes.

I decompress the folder, and then copy which executable to where?

C:Program Files\Pov-Ray\v3.7....


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From: architype
Subject: Re: Smaller Spheres
Date: 12 Aug 2016 08:00:01
Message: <web.57adb972c5ad6901718bbba20@news.povray.org>
Ok the 1024x768  AA 0.01 scene...
I added some more transformations to increase parse time and thus
get a more reliable estimate. The test version ran just fine:
5 361 423 objects
render time 4m 58s
peak mem 4 138 655 744 byte
parse 43.9 s
bounding time 90.9 s
but the standard version would not run but crashed...:p
So the improvement in parse time seems correct and consistent but
the memory seem uncertain, or rather in my test it is not verified.
I think it could well be due to my lack of skill/experience with
testing...hopefully someone with more routine can do a better test... ;)

std file

3 851 163 objects
render time 4m 24s
peak mem 2 525 454 336 byte
parse 30.7 s
bounding time 55.4 s

tst file

3 851 163 objects
render time 3m 49s
peak mem 2 312 380 416 byte
parse 22.1 s
bounding time 55.4 s

Best wishes, /A


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From: architype
Subject: Re: Smaller Spheres
Date: 12 Aug 2016 08:10:00
Message: <web.57adbc4bc5ad6901718bbba20@news.povray.org>
"Bald Eagle" <cre### [at] netscapenet> wrote:
> I could use a slightly more detailed explanation of how to implement this, just
> get up and running when the download completes.
>
> I decompress the folder, and then copy which executable to where?
>
> C:Program Files\Pov-Ray\v3.7....

I simply opened the bin dir (be sure to back it up) and replaced the main
executable file with clipkas new version. But it was a while since I messed with
this stuff so I could be wrong... /A


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From: architype
Subject: Re: Smaller Spheres
Date: 12 Aug 2016 08:20:01
Message: <web.57adbe6ac5ad6901718bbba20@news.povray.org>
"Bald Eagle" <cre### [at] netscapenet> wrote:
> I could use a slightly more detailed explanation of how to implement this, just
> get up and running when the download completes.
>
> I decompress the folder, and then copy which executable to where?
>
> C:Program Files\Pov-Ray\v3.7....

Sry, I forgot, I used the executable in
povray-3.7.1-alpha.8737777-av158-Win64.7z file.  /A


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From: clipka
Subject: Re: Smaller Spheres
Date: 12 Aug 2016 11:20:24
Message: <57ade938$1@news.povray.org>
Am 12.08.2016 um 13:56 schrieb architype:
> Ok the 1024x768  AA 0.01 scene...
> I added some more transformations to increase parse time and thus
> get a more reliable estimate. The test version ran just fine:
> 5 361 423 objects
> render time 4m 58s
> peak mem 4 138 655 744 byte
> parse 43.9 s
> bounding time 90.9 s
> but the standard version would not run but crashed...:p
> So the improvement in parse time seems correct and consistent but
> the memory seem uncertain, or rather in my test it is not verified.

I wouldn't be too surprised if the standard version hit a brick wall at
4 GB for one reason or another.

As for the speed increase, I didn't expect any, but it might be a side
effect of the reduced memory footprint, which could be improving cache
efficiency.


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From: clipka
Subject: Re: Smaller Spheres
Date: 12 Aug 2016 11:29:27
Message: <57adeb57$1@news.povray.org>
Am 12.08.2016 um 13:55 schrieb Bald Eagle:
> I could use a slightly more detailed explanation of how to implement this, just
> get up and running when the download completes.
> 
> I decompress the folder, and then copy which executable to where?
> 
> C:Program Files\Pov-Ray\v3.7....

Typically the target directory would be `C:\Program Files\POV-Ray\v3.7\bin`.

Make sure to back up the existing `pvengine.exe`, `pvengine64.exe` and
`pvengine32-sse2.exe`, e.g. by moving them into a new subdirectory or
renaming them.

Then copy the corresponding files from the downloaded package.


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From: LanuHum
Subject: Re: Smaller Spheres
Date: 12 Aug 2016 13:35:00
Message: <web.57ae084ac5ad69017a3e03fe0@news.povray.org>
In my scene 1000000 spheres.
old: 2113 M
new: 1473 M

Good result! Thanks!


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From: Bald Eagle
Subject: Re: Smaller Spheres
Date: 16 Aug 2016 19:20:00
Message: <web.57b39f4dc5ad69015e7df57c0@news.povray.org>
Perhaps someone can try this and think of some improvements.

// random spheres
// for testing new smaller-sphere patch in 3.7.1.etc
// Bald Eagle 2016

#version 3.7;

global_settings {assumed_gamma 1.0}

#include "colors.inc"
#include "textures.inc"
#include "rand.inc"
#include "transforms.inc"

#declare Magnitude = 500;
camera {
 location <Magnitude, Magnitude, -Magnitude>
 look_at  <0, 0, 0>
}


light_source {<20, 50, -100> White shadowless}
//light_source {<0, 5, -1> White shadowless}

#declare R = 5;

//###############################################################

#declare _X = seed (123);
#declare _Y = seed (456);
#declare _Z = seed (789);



/*
// Other stuff to try to implement:
transform { translate { <x, y, z> } }
vtransform (Foo1, MyTransform);
Shear_Trans (X, Y, Z)
Matrix_Trans (X, Y, Z, Something)
Axial_Scale_Trans (Axis, Amt)
Axis_Rotate_Trans (Axis, Angle)
Rotate_Around_Trans(Rotation, Point)
Reorient_Trans(Axis1, Axis2)
Point_At_Trans(YAxis)
Center_Trans(Object, Axis)
Align_Trans(Object, Axis, Pt)
}
*/
#declare Stream = seed (123);

#declare Transforms = 20;
#declare Scale = 0.01;
#declare Radius = 5;

#for (Iteration, 1, 200)

 sphere {<0, 0, 0>, Radius

 #for (T, 1, Transforms)
  #declare Type = int(RRand(1, 3, Stream));
  #declare X = RRand(-90, 90, _X);
  #declare Y = RRand(-90, 90, _Y);
  #declare Z = RRand(-90, 90, _Z);

  #declare XS = RRand(0.5, 2, _X);
  #declare YS = RRand(0.5, 2, _Y);
  #declare ZS = RRand(0.5, 2, _Z);

  #switch (Type)
   #case(1) scale <XS, YS, ZS> #break
   #case(2) rotate <X, Y, Z> #break
   #case(3) translate <X, Y, Z> #break
  #end // end switch
 #end // end for T

  pigment {Blue} }
#end // end for Iteration


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