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Your best bet is probably to run a profiler on povray on a number of
different scenes and see where the performance bottlenecks are. Gprof
or oprofile would probably suit your needs (assuming Linux). Once you
know where most of the CPU time is being spent, then you'll know where
to start.
I suspect that this will vary greatly from scene to scene, some scenes
will spend a lot of time processing textures, some will spend a lot of
time resolving mathematical functions (especially those with
isosurfaces), some will spend a lot of time tracing objects. I suspect
that this will involve a lot more effort than you imagine, so it would
be worthwhile getting very familiar with the source code before you
consider hardware accelerating it.
Peter D.
Brannon wrote:
> I am considering writing a some code to accellerate POVRay by use of FPGA
> hardware. I have access to a variety of FPGA systems (and some saweeet
> buses). What would be beautiful to me is if there was just one function
> that looked like this:
>
> byte* UseLotsOfProcessor(byte* bigchunk1, bigchunk2, other params....){
> do lost of math in not too many lines of code
> return a big piece of data
> }
>
> Then I could just write my own copy of that function that executed in
> hardware. Somehow I don't think it is that easy. How do the SMP utilities
> do such things? Is there a subset of functions they overload? Where would I
> find this list?
>
> Thanks for your time,
> Brannon
>
>
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