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From: Orchid XP v3
Subject: Isosurface speed
Date: 28 Aug 2006 10:05:15
Message: <44f2f81b$1@news.povray.org>
I have an isosurface that's making my 2.2 GHz Athlon64 cry. Currently 
averaging just 40 pixels/second - and that's just for the *black* 
pixels! I hate to think what it will slow down to if it ever gets to the 
part with some surface in it...

The real killer is that it's actually a very simple (I might even say 
"boring") shape I'm trying to trace. It's essentially a Z-shaped oval 
pipe. That's it.

However, since it's the isosurface of a 18th degree polynomial, I've had 
to set max_gradient=exp(18) to get it to render correctly.

In layman's terms, the problem is simple. Because the *maximum* gradient 
of the function is extremely high, POV-Ray is densely sampling all of 
space (even the completely empty parts) just in case there's some 
surface there. In fact, it just so happens that the edges of the 
bounding box are where the function is steepest; where the surface is, 
the function is fairly shallow.

And so, I've been sitting here thinking about all the ways POV-Ray could 
arrive at its result faster. The trouble is, I can think of quite a few 
that would work for *this* shape, but would fail in special cases. It 
just so happens that the shape I'm trying to trace has a huge max 
gradient, but is actually a very simple shape.


One idea is if POV-Ray were to cache the locations of previously 
discovered surface points. Then instead of densely sampling the entire 
length of a ray, you would only need to sample "around" where the last 
surface was found.

This instantly fails when you reach a nearer edge that should occlude 
the previously-found surface. POV-Ray would *still* need to densely 
sample all the way back towards the camera to check it's found the 
*nearest* surface point. (Also, a cache lookup would have to end up 
being quicker than just calculating samples...)


Another idea is to do a little prepass stage where POV-Ray builds up a 
low-res 3D map of the surface, so it has some idea where to start 
looking when tracing a ray. You start by finding a surface point - ANY 
surface point - and then finding other surface points near to it, until 
you have covered the entire surface with a loose grid of points. Doing 
it this way avoids the edge problem, because you "follow" the surface 
round before you even start tracing.

This instantly fails if the surface is not completely connected. It also 
fails if the grid points are too far apart to pick up small details. 
(You would need something like a max_complexity number telling POV-Ray 
how "messy" the surface is, and hence how fine a grid to use.)


Yet another idea (similar to the previous one) is to split all of space 
into a grid of cubic volumes, and attempt to figure out which cubes 
actually contain some surface, and which ones are completely empty.

Once again, this doesn't work well for disconnected surfaces. How will 
you tell if a cube contains anything? POV-Ray would need to know the 
minimum possible size of a feature to look for... And then how would you 
actually look for it? We could end up doing more work here then what we 
do currently!


In short, lots of ideas that would work for the shape I'm trying to 
trace, but none that would work for every possible shape one could try 
to trace.

Anybody have any further thoughts?


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From: Daniel Hulme
Subject: Re: Isosurface speed
Date: 28 Aug 2006 10:11:37
Message: <20060828151139.5f46bd20@mekanori.mon.istic.org>
> In short, lots of ideas that would work for the shape I'm trying to 
> trace, but none that would work for every possible shape one could try
> to trace.
> 
> Anybody have any further thoughts?
Nothing general, but if you (the user) know where the bits of surface
are, you could try splitting up the isosurface into smaller chunks, and
set the max_gradient lower where it doesn't need to be as high. I
couldn't tell from your description whether this is the sort of
isosurface that that would work for: it usually works well for functions
with low gradients in most places but singularities at a few points.

-- 
"Of all  things,  good sense is  the most fairly  distributed:  everyone
thinks  he is  so well  supplied  with it  that even  those who  are the
hardest to satisfy in  every other respect never  desire more of it than
they already have."   --  Descartes, 1637      http://surreal.istic.org/


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From: Orchid XP v3
Subject: Re: Isosurface speed
Date: 28 Aug 2006 10:29:00
Message: <44f2fdac@news.povray.org>
>> Anybody have any further thoughts?

> Nothing general, but if you (the user) know where the bits of surface
> are, you could try splitting up the isosurface into smaller chunks, and
> set the max_gradient lower where it doesn't need to be as high. I
> couldn't tell from your description whether this is the sort of
> isosurface that that would work for: it usually works well for functions
> with low gradients in most places but singularities at a few points.

Hmm... could work.

Attached is a graph of the function I'm trying to trace. (Note the 
LOGARITHMIC Y SCALE!) The red line is the function. The green line is 
the isosurface threshold. (i.e., the parts below that line are "inside", 
and the parts about it are "outside".)

You can see why POV-Ray is struggling; on a linear scale, the graph is 
two vertical lines with a flat part in the middle. So POV-Ray has to 
tip-toe through space at some ridiculous spacing to be absolutely 
certain that there isn't some vertical line in the graph taking us down 
to a surface. If it was a different function, there might be. But for 
this one, there isn't.

Currently POV-Ray has the maximum possible gradient. That is, the 1st 
derrivative of the function's value with respect to space. I wonder - 
would POV-Ray be able to do something more intelligent if it had the 
maximum SECOND derrivative too? Then perhaps it would know that the 
sides are very steep, but the steepness can't change very suddenly... 
Hmm, no, that's still not much help.


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Attachments:
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graph1.png


 

From: Thorsten Froehlich
Subject: Re: Isosurface speed
Date: 28 Aug 2006 10:34:38
Message: <44f2fefe$1@news.povray.org>
Orchid XP v3 wrote:
> Anybody have any further thoughts?

Post a minimal scene with the function, there might be ways to improve
render time.

	Thorsten


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From: Warp
Subject: Re: Isosurface speed
Date: 28 Aug 2006 10:45:51
Message: <44f3019f@news.povray.org>
Orchid XP v3 <voi### [at] devnull> wrote:
> However, since it's the isosurface of a 18th degree polynomial, I've had 
> to set max_gradient=exp(18) to get it to render correctly.

  I suppose you have tried with a lower max_gradient and it resulted
in an incorrect rendering?

-- 
                                                          - Warp


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From: Orchid XP v3
Subject: Re: Isosurface speed
Date: 28 Aug 2006 10:53:09
Message: <44f30355$1@news.povray.org>
>> However, since it's the isosurface of a 18th degree polynomial, I've had 
>> to set max_gradient=exp(18) to get it to render correctly.
> 
>   I suppose you have tried with a lower max_gradient and it resulted
> in an incorrect rendering?

Yes.

Specifically, a black image. (max_gradient=exp(17) renders with a few 
holes. exp(16) gives a totally black picture.)

Have a look at the graph I posted. The sides of this function rise like 
x^18, but the bit in the middle is quite "flat". Without the 
astronomical max_gradient, POV-Ray samples the edge of the BB and sees a 
value like 10^12 or something, and thinks "hey, no surface for miles 
around" and doesn't find anything. But if you turn up the max_gradient 
high enough to make POV-Ray take resonable size steps even when f=10^12, 
then when you get to the middle POV-Ray start to take *minute* little 
steps...

It seems I've found a very pathalogical case for the particular 
algorithm POV-Ray is using. As I said, I'm not really sure what POV-Ray 
could do differently here...


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From: Orchid XP v3
Subject: Ooo... a solution?
Date: 28 Aug 2006 10:58:01
Message: <44f30479$1@news.povray.org>
I just had a brainwave!

I changed fn(x, y, z) to log(fn(x, y, z)), and changed the max_gradient 
to 4. I'm now getting several thousand pixels/second.

Of course - the logarithm function makes the crazy vertical sides less 
"vertical", while not flattening out the parts near the solutions so 
POV-Ray still has some contours to go on.

(I read somewhere that dividing your function by a big number makes 
max_gradient lower, but doesn't make it trace any faster. But this trick 
makes the big numbers small, but leaves the small numbers alone so 
POV-Ray doesn't go around taking tiny steps there any more.)


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From: Mike Williams
Subject: Re: Ooo... a solution?
Date: 28 Aug 2006 14:45:30
Message: <g05rCfAomz8EFw8M@econym.demon.co.uk>
Wasn't it Orchid XP v3 who wrote:
>
>(I read somewhere that dividing your function by a big number makes 
>max_gradient lower, but doesn't make it trace any faster. But this trick 
>makes the big numbers small, but leaves the small numbers alone so 
>POV-Ray doesn't go around taking tiny steps there any more.)

That sounds like me

http://www.econym.demon.co.uk/isotut/dont.htm

I'll have to go back to that page and see if your trick can be applied
generally.

-- 
Mike Williams
Gentleman of Leisure


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From: Orchid XP v3
Subject: Re: Ooo... a solution?
Date: 28 Aug 2006 15:14:38
Message: <44f3409e$1@news.povray.org>
>> (I read somewhere that dividing your function by a big number makes 
>> max_gradient lower, but doesn't make it trace any faster. But this trick 
>> makes the big numbers small, but leaves the small numbers alone so 
>> POV-Ray doesn't go around taking tiny steps there any more.)
> 
> That sounds like me
> 
> http://www.econym.demon.co.uk/isotut/dont.htm

Yeah.

Ooo... "you can't use arrays in an isosurface function". Um... well... I 
just did. :-.

> I'll have to go back to that page and see if your trick can be applied
> generally.

You gotta see the isosurface function the way POV-Ray sees it. (See the 
graph I posted in another reply here.)

I've been thinking about the way POV-Ray's sphere-tracing algorithm 
works. (I should diagram that thing sometime...) Anyway, it seems that a 
large max_gradient isn't too much of a problem, by itself. The problem 
occurrs when

1. The function has a high max_gradient.
2. The function has large areas of "nearly zero".

The high max_gradient makes POV-Ray take tiny little steps through the 
nearly-zero areas. (But if you turn down the max_gradient, the high 
values make POV-Ray take giant steps and completely miss the surface.)

The logarithm function is perfect here, because it makes big values 
small, but doesn't change small values much. (The sqrt() function would 
work too, but to a lesser extent.)

Problem #1 is going to be negative numbers. You'll have to bias the 
function completely into positive space before attempting to take the 
logarithm, and then bias the result back. This fails for functions that 
zip of to minus infinity. (Actually, it's probably best to keep the 
whole function above 1, rather than just above 0.)

Note that my solution works because the surface I'm actually trying to 
draw is quite simple, it's just the maths is confusing POV-Ray. Not sure 
what happens if the surface really *is* complicated - I suspect you 
can't do too much about that...


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From: Warp
Subject: Re: Ooo... a solution?
Date: 28 Aug 2006 20:22:41
Message: <44f388d1@news.povray.org>
Orchid XP v3 <voi### [at] devnull> wrote:
> Ooo... "you can't use arrays in an isosurface function". Um... well... I 
> just did. :-.

  You can use an array to *create* an isosurface function. You can't
use an array *in* an isosurface function (IOW the function cannot
access an array).

-- 
                                                          - Warp


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