POV-Ray : Newsgroups : povray.binaries.images : Speeding up grass Server Time
2 Oct 2024 04:22:16 EDT (-0400)
  Speeding up grass (Message 11 to 12 of 12)  
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From: Tony[B]
Subject: Re: Speeding up grass
Date: 2 Jul 2000 15:35:16
Message: <395f9974@news.povray.org>
> Your work is not in vain, you've probably learned some new things.

That's true. :)  Have you had a look at my work?


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From: Josh English
Subject: Re: Speeding up grass
Date: 3 Jul 2000 12:25:42
Message: <3960BED4.5DD2B649@spiritone.com>
Wow. If meshes are that much better I'll rewrite my grasspatch to use them.
Right now I think I use a union of triangles....

Josh

Mick Hazelgrove wrote:

> As you all know I speend alot of time creating landscapes.  Trying to speed
> up grass has been one of my major preoccupations.  After using an inc file
> which was a union of triangles and getting fed up with the time it took to
> parse, I changed the union to mesh. To my astonishment the file parsed in
> less than a second.  At this point I took a look at my grass file to see if
> I could speed it up - lots of work. Coincidentaly Gilles put up his new web
> site and whilst enjoying this I came across his grass file and  Gilles had
> got there first.  His file outputs a grass patch as a mesh and to give you
> some idea of of it's capabilities and to pass on the lesson I have learned I
> rendered this picture.
>
> Here's some stats:
>  Peak Memory 1323748 bytes
>  Parse Time 33 secs
>  trace time 4 min 15 secs
>
> Number of Grass blades ............................4,297,500 !!!!
>
> Wow
>
> Mick
>
>  [Image]

--
Josh English
eng### [at] spiritonecom
"May your hopes, dreams, and plans not be destroyed by a few zeros."


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