POV-Ray : Newsgroups : povray.general : --- : Re: Efficiency question, PovRay 3.1 - intersections? Server Time
2 Nov 2024 15:23:19 EDT (-0400)
  Re: Efficiency question, PovRay 3.1 - intersections?  
From: Andreas Kaiser
Date: 14 Feb 2004 10:10:03
Message: <7scs20tunie16chd8idvv0u2b68sm14fsb@4ax.com>
On Fri, 13 Feb 2004 22:59:59 -0800, Darren <dne### [at] sanrrcom> wrote:

>Mike Williams wrote:
>> That's right, it's just that POV can't automatically determine any
>> tighter bounds than that. In some circumstances it's possible to
>> manually construct bounds that are very much better than that.
>
>Hmmm. Well, right now, I'm manually putting in bounds that are the wall 
>the windows are in.

IMHO this will only slow down the renderer as your manual bounds are
identical to the walls.

>
>On the other hand, I used to be unioning together all the walls, then 
>all the windows, so I guess the bounding box would be the whole building 
>in that case. I can see where that would be problematic.

Here is the problem.
You should do it the other way round. Create each wall as a difference
object where it's windows and doors are 'subtracted'.
Then put them into a union to create the buildings.
This will speed up your rendering and you will not benefit much from
my patch.

>I'll try some cameras with the bounds in, and try commenting out the 
>manual bounds, and see if the speed changes noticably. Just doing the 
>outside walls seems to have sped me up to some 300 pps with both 
>textures and AA turned on, so that's looking very promising.
>
>> With weak bounding, POV has to test every
>> hole *for*every*ray* from every campfire.
>
>Got it. So you could think of it like each campfire being a camera as 
>well, and the problem is essentially the same.
>
>Thanks for all the advice, everyone! This is a very friendly and helpful 
>group!


-- 
Andreas


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