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16 Nov 2024 22:21:02 EST (-0500)
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From: Rene Schwietzke
Subject: Dice Theme again - about 63 day rendering time
Date: 15 Nov 2002 03:53:58
Message: <3dd4b626@news.povray.org>
Hi,

I rendered one of my dice theme images in a resolution of 5250x3500
(Zazzle.com size). Because it uses a lot of transparent objects and focul
blur it took forever to render. Check out the statistics report, it took
more than 63 days to complete on an AMD-850 with 1GB memory.

For the fans of details and programmers: It shows the famous squared sphere
effect (round things are getting squared with focal blur). Checkout the
middle of the picture. It is easy to see.

By the way, if you like the picture you can get a download link from me
(about 20MB PNG file).

Bye
Rene
--
Rene Schwietzke
r.schwietzke<at>reneschwietzke.de
http://www.rene-schwietzke.de/

----
Scene contains 4801 frame level objects; 1 infinite.

Statistics for D:\tools\PoVRay3.5\rs\dice_colors15bc.pov (Partial Image
Rendered), Resolution 5250 x 3500
----------------------------------------------------------------------------
Pixels:        18322500   Samples:      2748375000   Smpls/Pxl: 150.00
Rays:       46073249019   Saved:       14788626354   Max Level: 25/256
----------------------------------------------------------------------------
Ray->Shape Intersection          Tests       Succeeded  Percentage
----------------------------------------------------------------------------
Box                      1946678827919    904142142924     46.45
Cone/Cylinder             473983059840     22828518510      4.82
CSG Intersection         1737937886080    118104625390      6.80
CSG Merge                 394985883200    106647298413     27.00
CSG Union                  39498588320      4929799015     12.48
Plane                      71610866579     18500164892     25.83
Sphere                   3120388477280    555572785488     17.80
Bounding Object            50746588559     39498588320     77.83
Bounding Box             1228175837592    320361979953     26.08
Light Buffer               20317294572     20317294572    100.00
----------------------------------------------------------------------------
Calls to Noise:                  0   Calls to DNoise:             10
----------------------------------------------------------------------------
Shadow Ray Tests:      40326243914   Succeeded:                  182
Reflected Rays:        26975837441   Total Internal:     10626800863
Refracted Rays:        16001312298
Transmitted Rays:        347724280
----------------------------------------------------------------------------
Smallest Alloc:                 25 bytes   Largest:           105044
Peak memory used:        473965832 bytes
----------------------------------------------------------------------------
Time For Parse:    0 hours  0 minutes  41.0 seconds (41 seconds)
Time For Trace:  1501 hours 29 minutes  47.0 seconds (5405351 seconds)
    Total Time:  1501 hours 29 minutes  52.0 seconds (5405392 seconds)
----------------------------------------------------------------------------
CPU time used: kernel 90.52 seconds, user 5350771.43 seconds, total
5350861.95 seconds
Render averaged 3.43 PPS over 18375000 pixels

POV-Ray finished


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Attachments:
Download 'dice_colors15bc.jpg' (65 KB)

Preview of image 'dice_colors15bc.jpg'
dice_colors15bc.jpg


 

From: Peter Popov
Subject: Re: Dice Theme again - about 63 day rendering time
Date: 15 Nov 2002 05:57:15
Message: <9tj9tuorp2fvqudukljbn6rksskfmvdelq@4ax.com>
On Fri, 15 Nov 2002 09:53:56 +0100, "Rene Schwietzke"
<ren### [at] reneschwietzkede> wrote:

>For the fans of details and programmers: It shows the famous squared sphere
>effect (round things are getting squared with focal blur). Checkout the
>middle of the picture. It is easy to see.

Can you render just that part (like 20x20 or 30x30 pixels) without any
transparency and using  91, 127 or 169 blur_samples? I have a
suspicion that using a hex number would result in using a hexagonal
grid, or such a hope arose in me after seeing the hex_grid constants
in consts.inc.


Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vipbg
TAG      e-mail : pet### [at] tagpovrayorg


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From: Christoph Hormann
Subject: Re: Dice Theme again - about 63 day rendering time
Date: 15 Nov 2002 06:42:23
Message: <3DD4DD8D.4587F6A@gmx.de>
Rene Schwietzke wrote:
> 
> Hi,
> 
> I rendered one of my dice theme images in a resolution of 5250x3500
> (Zazzle.com size). Because it uses a lot of transparent objects and focul
> blur it took forever to render. Check out the statistics report, it took
> more than 63 days to complete on an AMD-850 with 1GB memory.
> 
> [...]

Although you can't see much at that size i'm sure it looks impressive in
large.  None the less i wonder if some more interesting lighting could
improve the overall look.

The highlights BTW do not really match the perfect reflections and
transparency, since they mostly show up on the curved parts of the dice
these parts seem less polished than the flat faces although more detailed
observation shows the finishes are the same on both parts probably.

Christoph

-- 
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 15 Nov. 2002 _____./\/^>_*_<^\/\.______


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From: Rene Schwietzke
Subject: Re: Dice Theme again - about 63 day rendering time
Date: 15 Nov 2002 06:42:49
Message: <3dd4ddb9$1@news.povray.org>
> Can you render just that part (like 20x20 or 30x30 pixels) without any
> transparency and using  91, 127 or 169 blur_samples? 
Sure.  Stay tuned.
-- 
Rene Schwietzke
r.schwietzke<at>reneschwietzke.de
http://www.rene-schwietzke.de/


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From: Rene Schwietzke
Subject: Re: Dice Theme again - about 63 day rendering time
Date: 15 Nov 2002 07:02:42
Message: <3dd4e262@news.povray.org>
"Christoph Hormann" <chr### [at] gmxde> wrote in message
news:3DD### [at] gmxde...
> Although you can't see much at that size i'm sure it looks impressive in
> large.  None the less i wonder if some more interesting lighting could
> improve the overall look.
It really looks impressive. See the attached sample of a reflection.

> The highlights BTW do not really match the perfect reflections and
> transparency, since they mostly show up on the curved parts of the dice
> these parts seem less polished than the flat faces although more detailed
> observation shows the finishes are the same on both parts probably.
You are right! The finish does not completely satisfy me. I am going to
compare it with my real dice at home and maybe I will change it and give it
second try. Radiosity lighting could also be a way to improve the overall
appearance...I am going to try it.

Thanks,
Rene
--
Rene Schwietzke
r.schwietzke<at>reneschwietzke.de
http://www.rene-schwietzke.de/


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Attachments:
Download 'dice_colors15bc-details.jpg' (17 KB)

Preview of image 'dice_colors15bc-details.jpg'
dice_colors15bc-details.jpg


 

From: Rene Schwietzke
Subject: Re: Dice Theme again - about 63 day rendering time
Date: 15 Nov 2002 07:36:06
Message: <3dd4ea36$1@news.povray.org>
Here we go. A test rendering with focal blur settings:

aperture 0.4            
blur_samples 127
focal_point <0,23.2,0>
variance 0
confidence 0.99999

No transparency. BTW, the original image used 140 blur samples.

Bye,
Rene
-- 
Rene Schwietzke
r.schwietzke<at>reneschwietzke.de
http://www.rene-schwietzke.de/


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Attachments:
Download 'dice_colors15bc_tag01.jpg' (5 KB)

Preview of image 'dice_colors15bc_tag01.jpg'
dice_colors15bc_tag01.jpg


 

From: Peter Popov
Subject: Re: Dice Theme again - about 63 day rendering time
Date: 15 Nov 2002 08:12:09
Message: <vjs9tuct1uahe1u1i6omahmuqc4447s4c0@4ax.com>
On Fri, 15 Nov 2002 13:36:06 +0100, "Rene Schwietzke"
<ren### [at] reneschwietzkede> wrote:

>Here we go. A test rendering with focal blur settings:

Err... still square. Guess that invalidates my theory :(


Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vipbg
TAG      e-mail : pet### [at] tagpovrayorg


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From: Rene Schwietzke
Subject: Re: Dice Theme again - about 63 day rendering time
Date: 15 Nov 2002 08:38:29
Message: <3dd4f8d5$1@news.povray.org>
Weeks ago, we had a discussion thread "Odd blur effect: squared spheres"
started by me. Maybe this brings light into the darkness. Check it out.

Cite:  "...the focal blur is achieved by scattering the camera location
point in a rectangular area, while maintaining the focal point the
same. The size of this area is determined by the aperature keyword"

Rene
--
Rene Schwietzke
r.schwietzke<at>reneschwietzke.de
http://www.rene-schwietzke.de/


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From: Peter Popov
Subject: Re: Dice Theme again - about 63 day rendering time
Date: 15 Nov 2002 09:35:39
Message: <n51atu0crjj2uhjs4v9a0fnmmkgknbb6go@4ax.com>
On Fri, 15 Nov 2002 14:38:28 +0100, "Rene Schwietzke"
<ren### [at] reneschwietzkede> wrote:

>Cite:  "...the focal blur is achieved by scattering the camera location
>point in a rectangular area, while maintaining the focal point the
>same. The size of this area is determined by the aperature keyword"

I know how it works, but I had the strange suspicion that for certain
numbers of blur_samples (so-called hex numbers,
http://mathworld.wolfram.com/HexNumber.html) the pattern used is a
regular hexagonal pattern instead. Some code in both consts.inc and
render.cpp verify my suspicion. However, this is only true for the
first three hex numbers (1 excluded :) ) and not for all of them,
which is kinda sad, because I would love to see it at work for, say,
169 samples. Even if it just creates hexagonal artifacts instead of
square ones, it will still be better, esp. considering that in real
life most shutters are hexagonal.


Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vipbg
TAG      e-mail : pet### [at] tagpovrayorg


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From: TinCanMan
Subject: Re: Dice Theme again - about 63 day rendering time
Date: 15 Nov 2002 09:36:39
Message: <3dd50677$1@news.povray.org>
> You are right! The finish does not completely satisfy me. I am going to
> compare it with my real dice at home and maybe I will change it and give
it
> second try. Radiosity lighting could also be a way to improve the overall
> appearance...I am going to try it.

The best solution for this is to avoid using specular or phong highlights,
but instead make the light source(s) visible light sources so that the
highlights are the reflections of the actual light sources.

-tgq


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