POV-Ray : Newsgroups : povray.beta-test : Re: crash when smooth heightfield Server Time
29 Jul 2024 16:32:24 EDT (-0400)
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From: jmvdvalk
Subject: Re: crash when smooth heightfield
Date: 14 May 2002 11:12:39
Message: <3ce12967@news.povray.org>
Thorsten Froehlich wrote:

>Oh, and did I mention that this bug has been around at least since 3.1?
>Well, it actually has been around since smooth height_fields were
>introduced as far as I can tell.  Anybody remember when they were
>introduced?

Well, since you're asking...
That must have been the legendary version 2.0 back in 1993.
Remember..., when clock was introduced? And automatic bounding slabs?
Getting quite melancholic here.

Good luck,
Jan Maarten van der Valk


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From: Warp
Subject: Re: crash when smooth heightfield
Date: 14 May 2002 16:33:04
Message: <3ce1747f@news.povray.org>
jmvdvalk <jm.### [at] hccnetnl> wrote:
> That must have been the legendary version 2.0 back in 1993.
> Remember..., when clock was introduced? And automatic bounding slabs?
> Getting quite melancholic here.

  Wasn't automatic bounding introduced in 3.0?

-- 
#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: Ken
Subject: Re: crash when smooth heightfield
Date: 15 May 2002 00:23:05
Message: <3CE1E336.E8C9D101@pacbell.net>
Warp wrote:
>   Wasn't automatic bounding introduced in 3.0?

Yes.

-- 
Ken Tyler


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From: jmvdvalk
Subject: Re: crash when smooth heightfield
Date: 16 May 2002 08:04:35
Message: <3ce3a053@news.povray.org>
Ken wrote:
>
>
>Warp wrote:
>>   Wasn't automatic bounding introduced in 3.0?
>
>Yes.

No, in 2.0. (You challenged me into checking the docs ;-)

JM


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From: Warp
Subject: Re: crash when smooth heightfield
Date: 16 May 2002 08:22:16
Message: <3ce3a478@news.povray.org>
jmvdvalk <jm.### [at] hccnetnl> wrote:
>>>   Wasn't automatic bounding introduced in 3.0?
>>
>>Yes.

> No, in 2.0. (You challenged me into checking the docs ;-)

  I quite clearly remember that in 2.2 you had to bound objects by hand
if you wanted speed, but in 3.0 POV-Ray started to remove those user-specified
bounding objects (because it thought it could do better than me).

-- 
#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: Tom Melly
Subject: Re: crash when smooth heightfield
Date: 16 May 2002 12:12:07
Message: <3ce3da57$1@news.povray.org>
"Warp" <war### [at] tagpovrayorg> wrote in message news:3ce3a478@news.povray.org...
>
> > No, in 2.0. (You challenged me into checking the docs ;-)
>
>   I quite clearly remember that in 2.2 you had to bound objects by hand
> if you wanted speed, but in 3.0 POV-Ray started to remove those user-specified
> bounding objects (because it thought it could do better than me).
>

Which doesn't nec. mean that 2.2 didn't have auto-bounding, but it would
indicate that it was a) a bit crap and b) the developers knew that.


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From: Ken
Subject: Re: crash when smooth heightfield
Date: 16 May 2002 20:55:56
Message: <3CE455B1.301CD5@pacbell.net>
Warp wrote:
> 
> jmvdvalk <jm.### [at] hccnetnl> wrote:
> >>>   Wasn't automatic bounding introduced in 3.0?
> >>
> >>Yes.
> 
> > No, in 2.0. (You challenged me into checking the docs ;-)
> 
>   I quite clearly remember that in 2.2 you had to bound objects by hand
> if you wanted speed, but in 3.0 POV-Ray started to remove those user-specified
> bounding objects (because it thought it could do better than me).

From the POV-Ray v2.2 docs --

3.3.12 BOUNDING SLABS CONTROL
      -MB         Turn off bounding slabs
      +MBnnn      Use bounding slabs if more than nnn objects in scene.
New in POV-Ray 2.0 is a spatial sub-division system called bounding slabs.
It compartmentalizes all of the objects in a scene into rectangular slabs
and computes which slabs a particular ray hits before testing the objects
within the slab.  This can greatly improve rendering speed.  However for
scenes with only a few objects the overhead of using slabs is not worth the
effort.  The +MB switch sets the minimum number of objects before slabs are
used.  The default is +MB25.  The -MB switch turns off slabs completely.

I too thought they were introduced in 3.0 but it appears we both were wrong. 

-- 
Ken Tyler


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From: Peter Popov
Subject: Re: crash when smooth heightfield
Date: 17 May 2002 18:44:40
Message: <rg4aeucmm5bkju946bqfqdjirfpoqf4cmc@4ax.com>
On Thu, 16 May 2002 14:09:19 +0200, "jmvdvalk" <jm.### [at] hccnetnl>
wrote:

>No, in 2.0. (You challenged me into checking the docs ;-)

Wrong. Automatic bounding, vista buffers, light buffers and union
splitting were introduced in FTPOV 2.2 (Faster Than POV), a patch
version made, IIRC, by Dieter Beyer. It was included in POV in version
3.0.


Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vipbg
TAG      e-mail : pet### [at] tagpovrayorg


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From: Warp
Subject: Re: crash when smooth heightfield
Date: 17 May 2002 20:05:56
Message: <3ce59ae4@news.povray.org>
Peter Popov <pet### [at] vipbg> wrote:
> Automatic bounding [...]
> were introduced in FTPOV 2.2 (Faster Than POV)

  But are bounding slabs the same thing as automatic bounding?

-- 
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}//  - Warp -


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From: jmvdvalk
Subject: Re: crash when smooth heightfield
Date: 18 May 2002 15:22:46
Message: <3ce6aa06@news.povray.org>
Warp wrote:
>
>  But are bounding slabs the same thing as automatic bounding?
>

Yes, well... they are used in automatic bounding and in "manual" bounding.

From the 2.0 docs:

...
POV-Ray attempts so speed up the process by building a set of
invisible boxes, called bounding slabs, which cluster the objects together.
...


Version 2.0 did not have further bounding optimisations like vista-buffers,
light-buffers or the hierarchy of nested bounding slabs. However, for
certain
scenes, speed improvements were remarkable.
(that's why I remembered in the first place)

JM


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