On 17.03.10 00:29, Michael wrote:
> I'm trying to locate portions of POV-ray that bottleneck performance so that I
> can try and offload some of POV-ray's workload onto a hardware accelerator. I'm
> just trying to see how fast I can get POV-ray to run by programming an FPGA to
> accelerate certain portions of the code, but I'm finding it hard to locate in
> the source.
The bottlenecks for POV-Ray that best fit into hardware are the same as for
any other ray-tracer: The bounding. It is uniform and simple (for hardware)
and can easily be solved in parallel. You can find various SIGGRAPH papers
(early to mid 2000s) on real-time ray-tracing that also covered or
referenced hardware BSP algorithm implementations.
Thorsten, POV-Team
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