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I always thought that the render was the most system intensive
part of the process.
Ken wrote:
>
> Benchmark testing generaly relies on the amount of time it takes
> to render a given scene. If one were to design a scene that was
> parsing intensive rather than render intensive how well would it
> evaluate a systems performance ?
>
> For example I designed this scene to take exactly 30 sec. to parse
> on my system. There is a camera added simply to ensure that it was
> not pointed at any object and there are no lights added so that I
> rendered a black screen only. Render time at 640x480 with aa = 0.3
> was only 8 sec. which is inconsequential. A pigment was added to
> the object to ensure that no CPU cycles were spent on sending no
> pigment warnings messages to the message window for each object
> created by the scene code.
>
> camera {location < 0, 0, -3 >look_at z*-6}
>
> #declare A = 0;
> #while (A<29500)
> sphere{<0,0,A>,1 pigment{rgb 1}}
> #declare A=A+1;
> #end
>
> --
> Wishing you Seasons Greetings and A Happy New Millennium !
> Ken Tyler - 1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
> http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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