POV-Ray : Newsgroups : povray.advanced-users : I don't like limits :-( Server Time
25 Nov 2024 19:33:36 EST (-0500)
  I don't like limits :-( (Message 1 to 8 of 8)  
From:
Subject: I don't like limits :-(
Date: 3 Jun 2002 15:24:09
Message: <0cgnfukgke4selku2s8muqm6b2rqggu08p@4ax.com>
I tried to write IC_Mesh for iso_csg library but failed at "More than 65535
constants in all functions are not supported" error. But IC_Triangle works
pretty fine.

ABX


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From: Christoph Hormann
Subject: Re: I don't like limits :-(
Date: 3 Jun 2002 15:55:57
Message: <3CFBC9CD.9539E2E1@gmx.de>

> 
> I tried to write IC_Mesh for iso_csg library but failed at "More than 65535
> constants in all functions are not supported" error. But IC_Triangle works
> pretty fine.

Maybe wait for RC6... ;-)

IC_Mesh sound pretty complicated, at least it will be awfully slow i
suppose...

Christoph

-- 
POV-Ray tutorials, IsoWood include,                 
TransSkin and more: http://www.tu-bs.de/~y0013390/  
Last updated 02 Jun. 2002 _____./\/^>_*_<^\/\.______


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From: David Wallace
Subject: Re: I don't like limits :-(
Date: 5 Jun 2002 11:53:45
Message: <3cfe3409@news.povray.org>
"Christoph Hormann" <chr### [at] gmxde> wrote in message
news:3CFBC9CD.9539E2E1@gmx.de...
>
>

> >
> > I tried to write IC_Mesh for iso_csg library but failed at "More than
65535
> > constants in all functions are not supported" error. But IC_Triangle
works
> > pretty fine.
>
> Maybe wait for RC6... ;-)
>
> IC_Mesh sound pretty complicated, at least it will be awfully slow i
> suppose...
>
Even the simple code is slow:

--- start code ---

#declare pigSea = pigment {
 bozo
 turbulence 1.5
 sine_wave
 color_map {
  [ 0 rgbf <0, 1, 0, 1> ]
  [ 1 rgbf <0, 0, 1, 1> ]
 }
 scale 50
}

#declare matSea = material {
 texture {
  pigment { pigSea }
  normal { bozo scale 50 }
  finish {
   reflection { 0.1, 0.7
    metallic 0.4
   }
   conserve_energy
   phong 0.645
   phong_size 130
   metallic 0.4
  }
 }
 interior {
  ior 1.3
  caustics 0.5
  media {
   absorption <1.0, 0.7, 0.2>*.01
   method 3
   samples 3,25
   intervals 1
  }
 }
}

// Sky
#declare Sky1 = pigment { image_map { png "skyday9.png" interpolate 2 }
scale .5 }

#declare Sky = sky_sphere { pigment { Sky1
 warp { spherical orientation z dist_exp 1 }
  rotate x* 180
} }

sky_sphere { Sky }

// Ocean

#declare fnpSea0 = function { pigment {
 waves
 turbulence 0.4
 color_map { [ 0 rgb 0 ] [ 1 rgb 1 ] }
} }

#declare fnpSea1 = function { pigment {
 ripples
 turbulence 0.9
 color_map { [ 0 rgb 0 ] [ 1 rgb 1 ] }
} }

#declare fnpSea2 = function { pigment {
 bozo
 turbulence 0.7
 color_map { [ 0 rgb 0 ] [ 1 rgb 1 ] }
} }

#declare fnSea = function {
fnpSea0(x*.1,0,z*.1).gray*4+fnpSea0(x*3,0,z*3).gray*2-fnpSea2(x,0,z).gray }

#declare Sea = union {
 isosurface {
  function { y - fnSea(x*.01,y,z*.01) }
  contained_by { box { <-3000, -1, -3000>, <3000, 8, 3000> } }
  accuracy 0.01
  max_gradient 10
 }
 box { <-3000, -750, -3000>, <3000, -1, 3000> }
}

object { Sea pigment { pigSea } }

--- end code ---

And it gets worse if you replace pigSea with matSea.

Isosurface optimizations, anyone?


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From:
Subject: Re: I don't like limits :-(
Date: 5 Jun 2002 12:03:16
Message: <u5dsfukc3ui9pd378d9mu7shaddskc7m40@4ax.com>
On Wed, 5 Jun 2002 11:57:51 -0400, "David Wallace" <dar### [at] earthlinknet>
wrote:

> And it gets worse if you replace pigSea with matSea.

But this kind of slowness not depends on isosurface but on material.

> Isosurface optimizations, anyone?

At least three:

1. use patterns instead of pigments.gray for functions
2. use scale keyword in pattern instead scaling coordinates for function
3. if possible code function directly inside isosurface to avoid referencing

ABX


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From: Warp
Subject: Re: I don't like limits :-(
Date: 5 Jun 2002 14:35:22
Message: <3cfe59ea@news.povray.org>

> 2. use scale keyword in pattern instead scaling coordinates for function
> 3. if possible code function directly inside isosurface to avoid referencing

  Have you actually measured that those will help?

-- 
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -


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From:
Subject: Re: I don't like limits :-(
Date: 6 Jun 2002 01:57:20
Message: <88utfukj0hpnrk1enp7k82n2rb1ujs1t89@4ax.com>
On 5 Jun 2002 14:35:22 -0400, Warp <war### [at] tagpovrayorg> wrote:
> > 2. use scale keyword in pattern instead scaling coordinates for function
> > 3. if possible code function directly inside isosurface to avoid referencing
>
> Have you actually measured that those will help?

I compared this for some previous betas - it wasn't scientific research but
just comparision in some particular scenes. I will try to make some better
comparisone and statistic later.

ABX


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From: David Wallace
Subject: Re: I don't like limits :-(
Date: 10 Jun 2002 21:11:06
Message: <3d054e2a@news.povray.org>

news:u5dsfukc3ui9pd378d9mu7shaddskc7m40@4ax.com...
> On Wed, 5 Jun 2002 11:57:51 -0400, "David Wallace"
<dar### [at] earthlinknet>
> wrote:
>
> > And it gets worse if you replace pigSea with matSea.
>
> But this kind of slowness not depends on isosurface but on material.
>
> > Isosurface optimizations, anyone?
>
> At least three:
>
> 1. use patterns instead of pigments.gray for functions
> 2. use scale keyword in pattern instead scaling coordinates for function
> 3. if possible code function directly inside isosurface to avoid
referencing
>
> ABX

I managed to implement points 1 and 2.... no noticeable effect.

#3 doesn't make for readable code.


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From:
Subject: Re: I don't like limits :-(
Date: 11 Jun 2002 02:10:01
Message: <4m4bgu0moo6kr0vddqvp0bq1vmck6h10u1@4ax.com>
On Mon, 10 Jun 2002 21:15:08 -0400, "David Wallace" <dar### [at] earthlinknet>
wrote:
> > At least three:
> >
> > 1. use patterns instead of pigments.gray for functions
> > 2. use scale keyword in pattern instead scaling coordinates for function
> > 3. if possible code function directly inside isosurface to avoid referencing
>
> I managed to implement points 1 and 2.... no noticeable effect.
> #3 doesn't make for readable code.

I just fiinished test with 5 passes:
- not optimized scene
- pattern instead of pigment
- scale instead of multiplications
- functions inlined completly and directly in isosurface
- all optimizations together
and difference was ~0.2% which can be just task priority issue. I think none
of my advices is valid for current release. There must be nice optimizations.

ABX


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