POV-Ray : Newsgroups : povray.off-topic : Another day, another failure Server Time
4 Sep 2024 07:14:06 EDT (-0400)
  Another day, another failure (Message 1 to 10 of 10)  
From: Invisible
Subject: Another day, another failure
Date: 27 Apr 2010 06:58:52
Message: <4bd6c36c$1@news.povray.org>
I wrote a small program to plot a logarithmic scale. Although it's wider 
at one end than the other, it doesn't look quite right to me. And when I 
attempted to do some calculations with it, I got gibberish answers.

Upon further investigation, I discovered that my logarithmic scale is 
not, in fact, logarithmic. It fails to have at least two properties that 
a propper log scale should have:

Fact #1: The distance from 1 to 2 should equal the distance from 2 to 4.

Fact #2: The distance from 1 to 2 should equal the distance from 10 to 20.

Looking at my scale, the distance from 10 to 20 is about a dozen times 
larger than from 1 to 2. EPIC FAILURE.

As I said, the tick marks aren't equally spaced - so it's not a linear 
scale. But it's also not properly logarithmic either. God only knows how 
I've managed to get something this trivial so badly wrong... :'{


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From: Invisible
Subject: Re: Another day, another failure
Date: 27 Apr 2010 07:34:54
Message: <4bd6cbde@news.povray.org>
Invisible wrote:

> EPIC FAILURE.
> 
> God only knows how 
> I've managed to get something this trivial so badly wrong... :'{

Well, I fixed it by remapping the scale after taking the logarithm 
rather than before. But I'm still mystified as to what the hell went 
wrong...


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From: Invisible
Subject: Re: Another day, another failure
Date: 27 Apr 2010 10:21:49
Message: <4bd6f2fd@news.povray.org>
...several hours later...

Decide how many frames you want to render. Time how long it takes to 
render one frame. Draw a line from the render time to the frame count. 
Where that line intersects the center axis, that's what the total render 
time will be.

Man, that was *far* too much work! I need to find a much better way to 
code this. The code is a total mess! >_<


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Attachments:
Download 'nomogram3f.pdf' (18 KB)

From: clipka
Subject: Re: Another day, another failure
Date: 27 Apr 2010 11:30:05
Message: <4bd702fd$1@news.povray.org>
Am 27.04.2010 16:21, schrieb Invisible:
> ...several hours later...
>
> Decide how many frames you want to render. Time how long it takes to
> render one frame. Draw a line from the render time to the frame count.
> Where that line intersects the center axis, that's what the total render
> time will be.
>
> Man, that was *far* too much work! I need to find a much better way to
> code this. The code is a total mess! >_<

How about something as simple as:

- Decide how many frames you want to render.
- Time how many seconds it takes to render one frame.
- Using an ordinary pocket calculator, multiply the frame number by the 
single-frame rendering time in seconds.
- The result will be the estimated total rendering time of the whole 
animation in seconds.
- Divide by 3600 to get the total rendering time in hours.
- If the number is still too big to comprehend, divide again by 24 to 
get the total rendering time in days.

Just a suggestion though. Experienced people may want to use a slide 
ruler, abacus, pen & paper or their bare head instead.


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From: Stephen
Subject: Re: Another day, another failure
Date: 27 Apr 2010 12:11:29
Message: <4bd70cb1@news.povray.org>
On 27/04/2010 4:29 PM, clipka wrote:
> Just a suggestion though. Experienced people may want to use a slide
> ruler, abacus, pen & paper or their bare head instead.

I take it you wear a hat when calculating :-P

FWIW, using that method seldom works well, in my experience. In my 
scenes the middle frames generally take the longest to render. But then 
I like cyclic doodles where the least action takes place at the start 
and end.

-- 

Best Regards,
	Stephen


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From: clipka
Subject: Re: Another day, another failure
Date: 27 Apr 2010 12:31:54
Message: <4bd7117a$1@news.povray.org>
Am 27.04.2010 18:11, schrieb Stephen:
> On 27/04/2010 4:29 PM, clipka wrote:
>> Just a suggestion though. Experienced people may want to use a slide
>> ruler, abacus, pen & paper or their bare head instead.
>
> I take it you wear a hat when calculating :-P

No, but I still got hair ;-)


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From: Stephen
Subject: Re: Another day, another failure
Date: 27 Apr 2010 13:44:39
Message: <4bd72287$1@news.povray.org>
On 27/04/2010 5:31 PM, clipka wrote:
> Am 27.04.2010 18:11, schrieb Stephen:
>> On 27/04/2010 4:29 PM, clipka wrote:
>>> Just a suggestion though. Experienced people may want to use a slide
>>> ruler, abacus, pen & paper or their bare head instead.
>>
>> I take it you wear a hat when calculating :-P
>
> No, but I still got hair ;-)

Me too <g>

-- 

Best Regards,
	Stephen


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From: Nekar Xenos
Subject: Re: Another day, another failure
Date: 28 Apr 2010 00:51:24
Message: <op.vbuvrsjcufxv4h@xena>
On Tue, 27 Apr 2010 12:58:51 +0200, Invisible <voi### [at] devnull> wrote:

> I wrote a small program to plot a logarithmic scale. Although it's wider  
> at one end than the other, it doesn't look quite right to me. And when I  
> attempted to do some calculations with it, I got gibberish answers.
>
> Upon further investigation, I discovered that my logarithmic scale is  
> not, in fact, logarithmic. It fails to have at least two properties that  
> a propper log scale should have:
>
> Fact #1: The distance from 1 to 2 should equal the distance from 2 to 4.
>
> Fact #2: The distance from 1 to 2 should equal the distance from 10 to  
> 20.
>
> Looking at my scale, the distance from 10 to 20 is about a dozen times  
> larger than from 1 to 2. EPIC FAILURE.
>
> As I said, the tick marks aren't equally spaced - so it's not a linear  
> scale. But it's also not properly logarithmic either. God only knows how  
> I've managed to get something this trivial so badly wrong... :'{

It reminds me of my first attempt at a Mandelbrot render on my old 48k ZX  
Spectrum. It looked like a skew Mandelbrot set. I think I had "-1" in the  
recursion that shouldn't be there... :)

-- 
-Nekar Xenos-

"The spoon is not real"


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From: Invisible
Subject: Re: Another day, another failure
Date: 28 Apr 2010 04:05:19
Message: <4bd7ec3f$1@news.povray.org>
>> Decide how many frames you want to render. Time how long it takes to
>> render one frame. Draw a line from the render time to the frame count.
>> Where that line intersects the center axis, that's what the total render
>> time will be.
> 
> How about something as simple as:
> 
> - Decide how many frames you want to render.
> - Time how many seconds it takes to render one frame.
> - Using an ordinary pocket calculator, multiply the frame number by the 
> single-frame rendering time in seconds.
> - The result will be the estimated total rendering time of the whole 
> animation in seconds.
> - Divide by 3600 to get the total rendering time in hours.
> - If the number is still too big to comprehend, divide again by 24 to 
> get the total rendering time in days.
> 
> Just a suggestion though. Experienced people may want to use a slide 
> ruler, abacus, pen & paper or their bare head instead.

Being able to glance at a chart on the wall and immediately see roughly 
how long something is going to take is much less hassle than finding a 
calculator or opening the calculator application on my computer and 
trying not to mix up the units by mistake.

But hey, each to their own...


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From: Darren New
Subject: Re: Another day, another failure
Date: 28 Apr 2010 04:09:17
Message: <4bd7ed2d$1@news.povray.org>
Invisible wrote:
> As I said, the tick marks aren't equally spaced 

Just heard in a science lecture:

"He was off by a factor of ten or so. What we learned from that is that any 
data forms a straight line when plotted on a log-log graph."

-- 
Darren New, San Diego CA, USA (PST)
   Linux: Now bringing the quality and usability of
   open source desktop apps to your personal electronics.


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