POV-Ray : Newsgroups : povray.programming : Improved intersection routine for CSG-Intersection objects : Re: Improved intersection routine for CSG-Intersection objects Server Time
5 Jul 2024 14:39:31 EDT (-0400)
  Re: Improved intersection routine for CSG-Intersection objects  
From: Andreas Kaiser
Date: 13 Jan 2004 07:19:35
Message: <4003c18e.85187202@news.povray.org>
Christoph Hormann <chr### [at] gmxde> wrote:

>Mael wrote:
>>>Hmm, but this isn't benchmark.pov...
>> 
>> 
>> Does benchmark.pov have lot of intersections csg ? It seems fair to me to
>> test this patch on a scene that uses it (and perhaps even a lot of it to
>> clearly show the effect of the new algorithm)
>
>The benchmark scene uses a reasonable amount of CSG, a comparison with 

I don't think so.
Both of my private builds take about 38min for benchmark.pov (PIV
2.8GHz, 1GB RAM, options are -w384 -h384 +a0.3 +v -d -f -x).

Setting use_photons = use_area_light = show_clouds = show_objects to
false				==> about 114sec both.
Additionally remove the Sockets ==> about  79sec both.
So as a rough estimate the intersection objects only take about 2% of
the total time.

>this scene would show how much gain you can expect in a typical scene.
>You can of course construct a scene where POV-Ray spends 90% of the time 
>with CSG calculations but this would not be very realistic.

Yes and no.
Give me a ratio old version <-> new version and i'll give you a scene
that shows a better ratio :-).
This is a problem with benchmarks or measurements generally, you have
to have a close look at the boundary conditions.
IMHO benchmark.pov can be used to benchmark the hardware it is running
on but i wouldn't use it to profile/compare different versions of
POV-Ray on the same hardware.

Andreas


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