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On 5/6/20 2:05 PM, Nicolas George wrote:
> William F Pokorny , dans le message <5eb2e4cd$1@news.povray.org>, a
> écrit :
>> Have you looked at bounding mode 2 (+bm2)? If not that's worth a shot.
>
> I just tried with 20k spheres, it did not make a visible difference.
>
...
>
Ah, thanks for pounding home that you are using merge{}.
Try changing all merges to unions(1). Then perhaps +bm2 - for which
there are a lot of tuning parameters I've played with only a little -
might help. Just the merge to union probably more than enough speed up
unless you're after real time rendering speeds or something.
Ignore my aside on the intersection depth issues (really a couple). Any
real fix / improvement there is as likely to cost you time as not. If
you're doing heavy AA though turning it off, rendering larger and
scaling down 'might' be faster.
If you are using SDL to create those spheres, parsing could be a
significant part of the total run time. Do you know how much time
parsing and how much time rendering?
Somewhere I have some test cases with spheres. Let me see.... Yep. The
one from the github comments.
-----------------------------------------------------
\time povr2 +w900 +h600 attractors.pov
2 million spheres in unions each with textures.
Parsing 17.325s / Bounding m1 3.504s
povr2 +w900 +h600
Render on my two core i3 : 33.781 seconds
Total CPU measured with \time : 136.43user 0:55.83elapsed
Memory about 1.5G
-------------
p380 (same as above,but many sphere intersections are dropped in v37/v38
107.96user 0.61system 0:45.06elapsed
Bill P.
(1) Unions unnest and so 'might' be better handled by the default
bounding or +bm2.
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