POV-Ray : Newsgroups : povray.general : Fast poligonal solids? Server Time
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From: Rich
Subject: Re: Fast poligonal solids?
Date: 3 May 2001 20:45:19
Message: <Xns9096BECABB5DBspammindspringcom@204.213.191.228>
SrP### [at] ricoswebcom (Rich) wrote in
<Xns9096AD6DC7321spammindspringcom@204.213.191.228>: 

> Mike Williams <mik### [at] nospamplease> wrote in
><Cjf### [at] econymdemoncouk>: 
> 
>> Try this:-
>> 
>> #include "shapes.inc"
>> #include "shapes2.inc"
>> 
>> #declare Bounded_Dodecahedron = object {Dodecahedron
>>    bounded_by {sphere {0,1.26}} }
> 
>   Thanks for that explanation!  I had discarded manual bounding as an 
> option without even trying it, since I didn't know POV wasn't
> auto-bounding these objects.  I'll try your suggestion out while I'm
> looking for mesh versions of the solids.  Thanks again!  
> 

  Woohoo!  This option works great!  Replacing the spheres in my scene with 
the bounded dodecahedrons resulted in a 1h13m render, versus 1h2m render 
for spheres, and 17h30m render for unbounded dodecahedrons.  I can't 
believe the difference bounding makes in this case.

  Thanks again!

-- 
Rich Allen
(Remove SPAM from my address to reply by e-mail)


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From: Warp
Subject: Re: Fast poligonal solids?
Date: 4 May 2001 08:03:13
Message: <3af29a80@news.povray.org>
Rich <SrP### [at] ricoswebcom> wrote:
:   Woohoo!  This option works great!  Replacing the spheres in my scene with 
: the bounded dodecahedrons resulted in a 1h13m render, versus 1h2m render 
: for spheres, and 17h30m render for unbounded dodecahedrons.  I can't 
: believe the difference bounding makes in this case.

  Don't yet discard triangle meshes completely. With them that same scene
will probably render in 10 minutes or something like that...

  (I have rendered a scene with more than 300 millions of triangles at
800x600 with antialiasing and it took a bit more than 1 minute to render
in this Ultra5, which is about the same speed as an P-II 400MHz.)

-- 
#local D=array[6]{11117333955,7382340,3358,3900569407,970,4254934330}
#local I=0;#macro M()<mod(D[I],13)-6,mod(div(D[I],13),8)-3,10>#end
blob{#while(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2
pigment{rgb M()}}#local I=(D[I]>99?I:I+1);#end}               /*- Warp -*/


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From: Bjorn Jonsson
Subject: Re: Fast poligonal solids?
Date: 4 May 2001 15:46:36
Message: <MPG.155d1868156492b698968a@news.povray.org>
In article <3af29a80@news.povray.org>, war### [at] tagpovrayorg says...
> Rich <SrP### [at] ricoswebcom> wrote:
> :   Woohoo!  This option works great!  Replacing the spheres in my scene with 
> : the bounded dodecahedrons resulted in a 1h13m render, versus 1h2m render 
> : for spheres, and 17h30m render for unbounded dodecahedrons.  I can't 
> : believe the difference bounding makes in this case.
> 
>   Don't yet discard triangle meshes completely. With them that same scene
> will probably render in 10 minutes or something like that...
> 
>   (I have rendered a scene with more than 300 millions of triangles at
> 800x600 with antialiasing and it took a bit more than 1 minute to render
> in this Ultra5, which is about the same speed as an P-II 400MHz.)

How on earth was it possible to render such a monster model in 1 minute ? 
I have a mesh of approximately 1 million smooth triangles which takes a 
long time to render, mainly because of the long parse time (the file 
containing the triangles is approximately 150 MB). Is the parse time not 
included in the 1 minute time ? And doesn't this also require a *lot* of 
memory ? I'd love to be able to render bigger stuff than my 1 million 
triangles; they are a 'subsampled' version of the original model in order 
to get acceptable speed.

Bjorn Jonsson / bjj### [at] zzzmmediais
Address changed to avoid junk email. Remove yyy and
zzz to reply.


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From: Jamie Davison
Subject: Re: Fast poligonal solids?
Date: 4 May 2001 16:03:22
Message: <MPG.155d1b7a2b78a592989905@news.povray.org>
> >   (I have rendered a scene with more than 300 millions of triangles at
> > 800x600 with antialiasing and it took a bit more than 1 minute to render
> > in this Ultra5, which is about the same speed as an P-II 400MHz.)
> 
> How on earth was it possible to render such a monster model in 1 minute ? 
> I have a mesh of approximately 1 million smooth triangles which takes a 
> long time to render, mainly because of the long parse time (the file 
> containing the triangles is approximately 150 MB). Is the parse time not 
> included in the 1 minute time ? And doesn't this also require a *lot* of 
> memory ? I'd love to be able to render bigger stuff than my 1 million 
> triangles; they are a 'subsampled' version of the original model in order 
> to get acceptable speed.

I think he means that he had a scene with multiple copies of one smaller 
mesh object.

A single object with that many triangles will always, as far as I know, 
take a long time to parse.

Bye for now,
     Jamie.


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From: Rich
Subject: Re: Fast poligonal solids?
Date: 4 May 2001 19:24:28
Message: <Xns9097B1157C8E4spammindspringcom@204.213.191.228>
Warp <war### [at] tagpovrayorg> wrote in <3af29a80@news.povray.org>:

>   Don't yet discard triangle meshes completely. With them that same
>   scene 
> will probably render in 10 minutes or something like that...

  I would love to try it, if for nothing else but to compare the render 
times.  But I'm afriad the math required to build the mesh is beyond me.  
Do you have a dodecahedron mesh model I can try in my scene?

-- 
Rich Allen
(Remove SPAM from my address to reply by e-mail)


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From: Warp
Subject: Re: Fast poligonal solids?
Date: 5 May 2001 06:35:23
Message: <3af3d76a@news.povray.org>
Bjorn Jonsson <bjj### [at] zzzmmediais> wrote:
: Is the parse time not 
: included in the 1 minute time ?

  You are right, I didn't include the parsing time.

  And yes, I used copies of a smaller mesh (about 100000 triangles).
  The idea was that if you use polyhedra, you'll have a mesh and many
copies of it anyways...

-- 
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}//                     - Warp -


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From: Warp
Subject: Re: Fast poligonal solids?
Date: 5 May 2001 07:29:15
Message: <3af3e40b@news.povray.org>
Rich <SrP### [at] ricoswebcom> wrote:
: Do you have a dodecahedron mesh model I can try in my scene?

  Here is a unit-sized dodecahedron mesh definition ("unit-sized" meaning
that it fits inside a sphere of radius 1).
  The vertex coordinates were taken from this interesting page:
http://www.rwgrayprojects.com/rbfnotes/polyhed/polycoor.html

--------8<--------8<--------8<--------8<--------8<--------8<--------8<--------
#local p = (1+sqrt(5))/2; // the Golden ratio
#local p2 = pow(p,2);
#local p3 = pow(p,3);

#local Vert = array[20]
{ <0,p,p3>, <0,-p,p3>, <p2,p2,p2>, <-p2,p2,p2>,
  <-p2,-p2,p2>, <p2,-p2,p2>, <p3,0,p>, <-p3,0,p>,
  <p,p3,0>, <-p,p3,0>, <-p,-p3,0>, <p,-p3,0>,
  <p3,0,-p>, <-p3,0,-p>, <p2, p2, -p2>, <-p2,p2,-p2>,
  <-p2,-p2,-p2>, <p2,-p2,-p2>, <0,p,-p3>, <0,-p,-p3>
}
#local TInd = array[36]
{ <0,1,3><1,3,7><1,7,4><0,2,8><0,8,9><0,9,3>
  <2,6,12><2,12,14><2,14,8><3,7,13><3,13,15><3,15,9>
  <0,1,5><0,5,6><0,6,2><1,5,11><1,11,10><1,10,4>
  <7,13,16><7,16,10><7,10,4><9,8,14><9,14,18><9,18,15>
  <5,6,12><5,12,17><5,17,11><12,14,18><12,18,19><12,19,17>
  <10,11,17><10,17,19><10,19,16><13,15,18><13,18,19><13,19,16>
}

#version Unofficial MegaPov 0.6;
#declare DodecahedronMesh =
  mesh
  { #local Len = vlength(Vert[0]);
    #local I = 0;
    #while(I < 36)
      triangle{Vert[TInd[I].x]/Len, Vert[TInd[I].y]/Len, Vert[TInd[I].z]/Len}
      #local I = I+1;
    #end
    inside_vector y
  }
--------8<--------8<--------8<--------8<--------8<--------8<--------8<--------


-- 
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}//                     - Warp -


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From: Rich
Subject: Re: Fast poligonal solids?
Date: 5 May 2001 12:42:19
Message: <Xns90986CE7C5D5Espammindspringcom@204.213.191.228>
Warp <war### [at] tagpovrayorg> wrote in <3af3e40b@news.povray.org>:
 
>   Here is a unit-sized dodecahedron mesh definition ("unit-sized"
<snip>
>   The vertex coordinates were taken from this interesting page:
> http://www.rwgrayprojects.com/rbfnotes/polyhed/polycoor.html

Thanks for that URL, very interesting!  I've copied parts of it to my hard 
drive for later study.

Unfortunately, the mesh didn't do much better than the bounded plane 
intersection dodecahedrons.  When plugged into my GlassSpheres scene, the 
mesh dodecs rendered in 1h3m, spheres were 1h2m, and the bounded dodecs 
were 1h13m.  Considering the fact that the bounded plane intersection 
versions are CSG-able, I can live with the slightly longer render times.

Thanks again for everyone's help!

-- 
Rich Allen
(Remove SPAM from my address to reply by e-mail)


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From: Warp
Subject: Re: Fast poligonal solids?
Date: 6 May 2001 18:42:57
Message: <3af5d371@news.povray.org>
Rich <SrP### [at] ricoswebcom> wrote:
: Considering the fact that the bounded plane intersection 
: versions are CSG-able

  The mesh is as well. If you look closely you will see a 'inside_vector'
in it.

  Could you post a small example showing these speed differences?

-- 
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}//                     - Warp -


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From: Rich
Subject: Re: Fast poligonal solids?
Date: 6 May 2001 22:53:19
Message: <Xns9099D47F32157spammindspringcom@204.213.191.228>
Warp <war### [at] tagpovrayorg> wrote in <3af5d371@news.povray.org>:

> Rich <SrP### [at] ricoswebcom> wrote:
>: Considering the fact that the bounded plane intersection 
>: versions are CSG-able
> 
>   The mesh is as well. If you look closely you will see a 'inside_vector'
> in it.
> 
>   Could you post a small example showing these speed differences?
> 

I posted the source to my GlassSpheres image last week; that's the scene 
I've been using to test other shapes as well.  I've made some changes to 
that code, allowing the polyhedra to be scaled, rather than having a sphere 
created at the correct size, but other than that the code is the same.

-- 
Rich Allen
(Remove SPAM from my address to reply by e-mail)


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