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27 Dec 2024 23:30:12 EST (-0500)
  complexity and benchmarking (Message 1 to 4 of 4)  
From: pasta
Subject: complexity and benchmarking
Date: 22 Jun 2004 06:25:01
Message: <web.40d807f28e78a9566cf24ee50@news.povray.org>
is there any way to evaluate the complexity of a scene in povray 3.5 with an
absolute measure like triangles as in opengl?


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From: Christoph Hormann
Subject: Re: complexity and benchmarking
Date: 22 Jun 2004 06:40:02
Message: <cb925l$3c3$1@chho.imagico.de>
pasta wrote:
> is there any way to evaluate the complexity of a scene in povray 3.5 with an
> absolute measure like triangles as in opengl?

The complexity of the scene code for the parser can be measured by the 
number of tokens (as reported by POV-Ray).  There is no way to measure 
the complexity of a scene for the renderer, you can have a scene of just 
256 bytes without fancy loops and macros that takes hours to render, see:

http://astronomy.swin.edu.au/~pbourke/povray/scc3/final/


Christoph

-- 
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 01 May. 2004 _____./\/^>_*_<^\/\.______


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From: Leonardo
Subject: Re: complexity and benchmarking
Date: 22 Jun 2004 08:45:00
Message: <web.40d8290d3b1c974427bbadf50@news.povray.org>
There is no way to have a precise complexity "measurement".
Although this concept is very relative, there are two major standard
measures: the memory used by the algorithm and the time spent by the
algorithm

In POV-Ray, both measures depends on the primitives used, and in the
combination of them. For instance, using photons may increase both memory
and time by a factor of 2 or 3 (or even more...), but its usage corresponds
to a very few tokens.

I guess that the only way to measure the scene "complexity" is rendering it
and measuring memory peaks and the time spent in the rendering process.


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From: Christoph Hormann
Subject: Re: complexity and benchmarking
Date: 22 Jun 2004 10:55:02
Message: <cb9gvq$61o$1@chho.imagico.de>
Leonardo wrote:
> There is no way to have a precise complexity "measurement".
> Although this concept is very relative, there are two major standard
> measures: the memory used by the algorithm and the time spent by the
> algorithm

You can easily create a scene in POV that uses only a few 100k of memory 
and takes days to render.

> In POV-Ray, both measures depends on the primitives used, and in the
> combination of them. For instance, using photons may increase both memory
> and time by a factor of 2 or 3 (or even more...), but its usage corresponds
> to a very few tokens.
> 
> I guess that the only way to measure the scene "complexity" is rendering it
> and measuring memory peaks and the time spent in the rendering process.

And both are no way measures for the complexity of a scene.  One of the 
most loved (and most hated) things about POV-Ray is that there are 
always multiple ways to accomplish a certain effect.  To find the most 
efficient way is what Poving is all about...

Christoph

-- 
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 01 May. 2004 _____./\/^>_*_<^\/\.______


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