POV-Ray : Newsgroups : povray.general : CSG speed question Server Time
6 Aug 2024 23:25:20 EDT (-0400)
  CSG speed question (Message 11 to 15 of 15)  
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From: Ken
Subject: Re: CSG speed question
Date: 14 Feb 2002 21:21:55
Message: <3C6C7173.C27C33AB@pacbell.net>
"Timothy R. Cook" wrote:

> It seems to me I read somewhere that merges were faster...?!

http://www.students.tut.fi/~warp/povQandT/miscQandT.html#csgspeed

-- 
Ken Tyler


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From: Peter Popov
Subject: Re: CSG speed question
Date: 15 Feb 2002 02:34:00
Message: <3udp6ukgojcs6jc5dg5f2nk9521c506nbs@4ax.com>
On Thu, 14 Feb 2002 21:36:41 GMT, Erk### [at] povrayorg (Erkki


>Difference is a tricky construction to autobound tightly, there's that
>nasty INVERSE keyword involved. In general a difference can't be
>bounded internally at lower levels than the whole object, if a ray
>hits the 'outer' object all 'inner' objects will have to be evaluated.
>As the number of 'inner' objects increase the total evaluation cost
>increases as well. 

I've often thought about a possible remedy of the situation and the
only thing I've come up with is the following:

Imagine the scene space split into 27 subspaces by the 6 planes that
define an object's bounding slab. The central subspace is finite and
the others are infinite but have some defined boundaries. When
calculating the bounding slabs for a difference, there will be 26
slabs (at most) in the hierarchy and not 1, but it could be faster
than no bounding at all (for the internal objects).


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


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From: Hugo
Subject: Re: CSG speed question
Date: 15 Feb 2002 03:46:31
Message: <3c6ccae7$1@news.povray.org>
> *listens to the thud of all of the readers of this message
> as they hit the floor after having a sudden heart attack*

Don't worry, at least - I - didn't get a heart attack.. I doubt anyone did..
Well, what you're doing looks fine, but DO change merge to union and I think
you'll be surprised of the speed gain.  :o)  As I don't know how Moray
works, I can't say if the code will then be fully optimised, but anyway!!

Regards,
Hugo


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From: Timothy R  Cook
Subject: Re: CSG speed question
Date: 15 Feb 2002 14:41:53
Message: <3C6D6482.63F7ED99@scifi-fantasy.com>
Hugo wrote:
> Well, what you're doing looks fine, but DO change merge to union
> and I think you'll be surprised of the speed gain.  :o)

Did, and did.  11 minutes with lights added as opposed to 2 hours
without...

Is it a bad thing if you're only 1% done with a render after 10
hours?  Only thing is, it looks SO cool! (see povray.images for
current state of it)
-- 
Tim Cook
http://empyrean.scifi-fantasy.com

-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------


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From: Hugo
Subject: Re: CSG speed question
Date: 15 Feb 2002 15:58:52
Message: <3c6d768c$1@news.povray.org>
> Is it a bad thing if you're only 1% done with a render after 10
> hours?  Only thing is, it looks SO cool! (see povray.images for
> current state of it)

It does look cool! ...mmhmm 10 hours ... I am without words...


Hugo


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