POV-Ray : Newsgroups : povray.binaries.images : Le Forgeron: experiments : Re: Le Forgeron: experiments Server Time
6 Oct 2024 07:17:06 EDT (-0400)
  Re: Le Forgeron: experiments  
From: LanuHum
Date: 9 Mar 2017 12:55:00
Message: <web.58c193e91d798e7f7a3e03fe0@news.povray.org>
Le_Forgeron <jgr### [at] freefr> wrote:
> Le 09/03/2017 à 16:50, LanuHum a écrit :
> > Le_Forgeron <jgr### [at] freefr> wrote:
> >>
> >> If only povray can read your file, what about using the normal scene
> >> language of mesh or mesh2 ?
> >>
> >
> > If I have time to model and animate, then I will use hg-povray.
> > I'm interested in experiments with tessellation. :)
> > But... using the normal scene language of mesh or mesh2... This is the fastest
> > way to load an object into a scene? Is there a way to speed it up? :)
> >
> >
> The fastest is mesh2, because it is as near as the internal data as
> possible.
>
> Everything else need to search each new item in the already loaded part,
> which mean the loading process is something O(n²) or at least
> O(n.log(n)) when mesh2 is O(n).
>
> So, the less triangles, the better.
>
> GTS & STL have the advantage of avoiding text parsing, for the binary
> format, yet the transformation into internal data need to perform search
> on unsorted data so they get O(n²) performance as the number of
> triangles increases it starts to suck (or slowdown enough to be noticed).
>
> mesh syntax cumulate the drawbacks: text parsing and repeated search.
>
> The real fast would be a binary serialization of the internal data, but
> that is not available (yet ? do not hold your breath for it); and no
> actual editor would be able to handle it (and it would be yet another
> file format)
>
> My rule of thumb:
> * small mesh, you can use gts or stl.
> * really huge number of triangles, you better load via mesh2 syntax
>
> The power of your I/O, CPU, memory and your patience draw the line
> between small and huge.

Thanks!
Probably, I need here:
http://www.amd.com/en/ryzen
:))))
While I'm collecting money, I need to work with tessellation so that the mesh
transformed object is automatically loaded into the Blender for new
transformations and new tesselations. Perhaps, interesting results will be
obtained.


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