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From: Slime
Subject: Re: a memory question ??
Date: 11 Oct 2001 22:04:26
Message: <3bc64faa@news.povray.org>
So, how many *photons* per 16 MB of memory? Any idea?

- Slime
[ http://www.slimeland.com/ ]
[ http://www.slimeland.com/images/ ]

"Mike Williams" <mik### [at] nospamplease> wrote in message
news:Bisr1CAxNgx7Ew$q@econym.demon.co.uk...
> Wasn't it MR who wrote:
> >7000 objects per 16MB, eh?
> >
> >on my drive to work i pass this wooded valley.  the other day
> >the sun was just coming up and a light fog hung down low
> >exposing only the tree tops.  i thought to myself, "i could do
> >that."  there are several nice include files for trees, but when
> >you tack all the leaves on it, building an entire woods with
> >maybe 100 or 200 trees is gonna drive the object count thru
> >the ceiling.
>
> But if you use Paul T. Dawson's mesh tree macro you can render hundreds
> of trees reasonably easily and quickly. The trick is to only have a few
> *different* trees and make them look different by scaling and rotating
> them by different amounts as you plant them.
>
> The pdt_tree macro builds the trees out of a small number of complicated
> meshes, rather than a large number of simple objects, and that works out
> to be very memory efficient.
>
> With 10 different reasonably complex trees, each one planted 10 times,
> giving a total of 100 trees I get "Peak memory used 70614011 bytes".
>
>
> --
> Mike Williams
> Gentleman of Leisure


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From: MR
Subject: Re: a memory question ??
Date: 12 Oct 2001 09:29:18
Message: <3bc6f02e$1@news.povray.org>
hi mike,

thanks for the nod toward the ptd tree include.  i've tried
several and was wondering if one might be preferable to
another.

miker


"Mike Williams" <mik### [at] nospamplease> wrote in message
news:Bisr1CAxNgx7Ew$q@econym.demon.co.uk...
> Wasn't it MR who wrote:
> >7000 objects per 16MB, eh?
> >
> >on my drive to work i pass this wooded valley.  the other day
> >the sun was just coming up and a light fog hung down low
> >exposing only the tree tops.  i thought to myself, "i could do
> >that."  there are several nice include files for trees, but when
> >you tack all the leaves on it, building an entire woods with
> >maybe 100 or 200 trees is gonna drive the object count thru
> >the ceiling.
>
> But if you use Paul T. Dawson's mesh tree macro you can render hundreds
> of trees reasonably easily and quickly. The trick is to only have a few
> *different* trees and make them look different by scaling and rotating
> them by different amounts as you plant them.
>
> The pdt_tree macro builds the trees out of a small number of complicated
> meshes, rather than a large number of simple objects, and that works out
> to be very memory efficient.
>
> With 10 different reasonably complex trees, each one planted 10 times,
> giving a total of 100 trees I get "Peak memory used 70614011 bytes".
>
>
> --
> Mike Williams
> Gentleman of Leisure


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From: Thorsten Froehlich
Subject: Re: a memory question ??
Date: 12 Oct 2001 09:43:35
Message: <3bc6f387$1@news.povray.org>
In article <3bc64faa@news.povray.org> , "Slime" <noo### [at] hotmailcom> wrote:

> So, how many *photons* per 16 MB of memory? Any idea?

Expect 20 bytes per photon (but the exact size depends on platform *and*
compiler).

    Thorsten


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From: Francois Dispot
Subject: Re: a memory question ??
Date: 13 Oct 2001 05:37:34
Message: <3BC80B5E.61D56168@club-internet.fr>
MR wrote:

> i'm ordering a new 1.2GHz athlon motherboard and 1.5GB of
> memory today.  gonna come to around $270 total.

Be careful with your OS: if you use windos, remember that 95/98/me can't
even boot with more than 512 MB (who would need so much memory anyway?
;-)
-- 

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