POV-Ray : Newsgroups : povray.binaries.images : The torpor of light Server Time
5 Nov 2024 20:17:34 EST (-0500)
  The torpor of light (Message 1 to 7 of 7)  
From: Cousin Ricky
Subject: The torpor of light
Date: 18 Feb 2009 23:24:58
Message: <op.upkzvtth6b35ac@your-727a0a4e7c.vipowernet.net>
Trying to whip up a spiroform compact fluorescent light bulb, all seemed  
well until I flicked on the high ambient and radiosity.  It took freakin'  
4 hours for a little 320x320 swatch!

______________________________________________________________________

Scene Statistics
   Finite objects:          562
   Infinite objects:          1
   Light sources:             6
   Total:                   569

Render Statistics
Image Resolution 320 x 320

Pixels:           117663   Samples:          260097   Smpls/Pxl: 2.21
Rays:           25682366   Saved:           2994586   Max Level: 15/15

Ray->Shape Intersection          Tests       Succeeded  Percentage

Box                           12167475         6235321     51.25
Cone/Cylinder                 52542338        26269426     50.00
CSG Intersection              19066704        10143355     53.20
CSG Union                     15876905        15818031     99.63
Plane                         42394448        12473732     29.42
Sphere                        34522020        32168741     93.18
Sphere Sweep                  62860863        30115671     47.91
Torus                         31929828         8356481     26.17
Torus Bound                   31929828         9443106     29.57
Clipping Object               25660773         7068664     27.55
Bounding Box                 921869187       436347103     47.33
Light Buffer                  11780860         6728420     57.11
Vista Buffer                   2208478         2144762     97.11

Function VM calls:               88

Roots tested:             217585910   eliminated:                43232
Calls to Noise:                3544   Calls to DNoise:           36760

Shadow Ray Tests:          34071387   Succeeded:               8334916
Reflected Rays:             9021048   Total Internal:               17
Refracted Rays:             7998251
Transmitted Rays:               970

Radiosity samples calculated:            42010 (9.07 %)
Radiosity samples reused:               421288

Smallest Alloc:                  18 bytes
Largest  Alloc:               92896 bytes
Peak memory used:           8283571 bytes
Total Scene Processing Times
   Parse Time:    0 hours  0 minutes  1 seconds (1 seconds)
   Photon Time:   0 hours  0 minutes  0 seconds (0 seconds)
   Render Time:   4 hours  7 minutes 38 seconds (14858 seconds)
   Total Time:    4 hours  7 minutes 39 seconds (14859 seconds)
CPU time used: kernel 946.48 seconds, user 11311.77 seconds, total  
12258.25 seconds
Render averaged 8.35 PPS over 102400 pixels

______________________________________________________________________

#include "rad.inc" version 1.1-2006nov11.  Radiosity is ON.
radiosity
{  brightness 1.000
    count 200
    error_bound 0.450
    normal on
    pretrace_end 0.01000
    pretrace_start 0.080
    recursion_limit 1
}
______________________________________________________________________


Incredibly, POV-Ray seems to have been granted only 82% of the CPU.  I  
suspect that the remainder was dominated by my Web browser being kicked  
around by ad requests and YouTube pulls.  However, my Internet connection  
is so capricious that I really hesitate to close any windows, especially  
YouTube.  (When it takes an hour to download a 4 minute video--and this  
after several attempts spanning hours--you don't want to let it go.)

Normal is on because it defaults that way in my include file.  I could  
have sworn I'd changed it.  In any case, I don't think it make much, if  
any, difference for this scene.  Radiosity notwithstanding, I suspect that  
the real slowdown was in the sphere_sweep:

    Spiral form with radiosity      12258 seconds (3:24:18)
    Spiral form without radiosity     736 seconds (0:12:16)
    Dummy shape with radiosity         82 seconds
    Dummy shape without radiosity       6.25 seconds

Ratios of spiral to dummy were 150:1 and 118:1.
Ratios of radiosity to non were 17:1 and 13:1.

That it took 12 minutes *without* radiosity should have been a tip-off.

Another slowdown may have been in my attempt at limb-darkening, which  
involved refraction and a near-duplication of the tubing.  While the  
real-life effect far exceeds the dynamic range of the typical CG image, it  
is noticeable enough in real life that a saturated CG render looks flat  
and unnatural.  (I didn't do a controlled timing test of that feature  
because of the trouble it would take to dismantle it; I may do it later.)   
The second attachment is welder's-eye view mock-up (the lighting is all  
staged) of the effect that I'm trying to achieve.

-- 
<Insert witty .sig here>


Post a reply to this message


Attachments:
Download 'compact_fluo-swept.jpg' (13 KB) Download 'compact_fluo-look.jpg' (7 KB)

Preview of image 'compact_fluo-swept.jpg'
compact_fluo-swept.jpg

Preview of image 'compact_fluo-look.jpg'
compact_fluo-look.jpg


 

From: [GDS|Entropy]
Subject: Re: The torpor of light
Date: 19 Feb 2009 00:16:51
Message: <499ceb43$1@news.povray.org>
That is a pretty cool bulb, and the way the glass and phosphors look viewed 
from nearly parallel to the bulb surface is quite accurate (though the glass 
could be a touch thicker).

I feel your pain with those render times...I've got a scene thats been going 
for over two days now and is 12% complete at 1024x768... :-(

Granted, I'm using media in the water, media clouds, isosurfaces and 
radiosity (media on)...

ian

"Cousin Ricky" <ric### [at] yahoocom> wrote in message 
news:op.### [at] your-727a0a4e7cvipowernetnet...
> Trying to whip up a spiroform compact fluorescent light bulb, all seemed
> well until I flicked on the high ambient and radiosity.  It took freakin'
> 4 hours for a little 320x320 swatch!
>
> ______________________________________________________________________
>
> Scene Statistics
>   Finite objects:          562
>   Infinite objects:          1
>   Light sources:             6
>   Total:                   569
>
> Render Statistics
> Image Resolution 320 x 320
>
> Pixels:           117663   Samples:          260097   Smpls/Pxl: 2.21
> Rays:           25682366   Saved:           2994586   Max Level: 15/15
>
> Ray->Shape Intersection          Tests       Succeeded  Percentage
>
> Box                           12167475         6235321     51.25
> Cone/Cylinder                 52542338        26269426     50.00
> CSG Intersection              19066704        10143355     53.20
> CSG Union                     15876905        15818031     99.63
> Plane                         42394448        12473732     29.42
> Sphere                        34522020        32168741     93.18
> Sphere Sweep                  62860863        30115671     47.91
> Torus                         31929828         8356481     26.17
> Torus Bound                   31929828         9443106     29.57
> Clipping Object               25660773         7068664     27.55
> Bounding Box                 921869187       436347103     47.33
> Light Buffer                  11780860         6728420     57.11
> Vista Buffer                   2208478         2144762     97.11
>
> Function VM calls:               88
>
> Roots tested:             217585910   eliminated:                43232
> Calls to Noise:                3544   Calls to DNoise:           36760
>
> Shadow Ray Tests:          34071387   Succeeded:               8334916
> Reflected Rays:             9021048   Total Internal:               17
> Refracted Rays:             7998251
> Transmitted Rays:               970
>
> Radiosity samples calculated:            42010 (9.07 %)
> Radiosity samples reused:               421288
>
> Smallest Alloc:                  18 bytes
> Largest  Alloc:               92896 bytes
> Peak memory used:           8283571 bytes
> Total Scene Processing Times
>   Parse Time:    0 hours  0 minutes  1 seconds (1 seconds)
>   Photon Time:   0 hours  0 minutes  0 seconds (0 seconds)
>   Render Time:   4 hours  7 minutes 38 seconds (14858 seconds)
>   Total Time:    4 hours  7 minutes 39 seconds (14859 seconds)
> CPU time used: kernel 946.48 seconds, user 11311.77 seconds, total
> 12258.25 seconds
> Render averaged 8.35 PPS over 102400 pixels
>
> ______________________________________________________________________
>
> #include "rad.inc" version 1.1-2006nov11.  Radiosity is ON.
> radiosity
> {  brightness 1.000
>    count 200
>    error_bound 0.450
>    normal on
>    pretrace_end 0.01000
>    pretrace_start 0.080
>    recursion_limit 1
> }
> ______________________________________________________________________
>
>
> Incredibly, POV-Ray seems to have been granted only 82% of the CPU.  I
> suspect that the remainder was dominated by my Web browser being kicked
> around by ad requests and YouTube pulls.  However, my Internet connection
> is so capricious that I really hesitate to close any windows, especially
> YouTube.  (When it takes an hour to download a 4 minute video--and this
> after several attempts spanning hours--you don't want to let it go.)
>
> Normal is on because it defaults that way in my include file.  I could
> have sworn I'd changed it.  In any case, I don't think it make much, if
> any, difference for this scene.  Radiosity notwithstanding, I suspect that
> the real slowdown was in the sphere_sweep:
>
>    Spiral form with radiosity      12258 seconds (3:24:18)
>    Spiral form without radiosity     736 seconds (0:12:16)
>    Dummy shape with radiosity         82 seconds
>    Dummy shape without radiosity       6.25 seconds
>
> Ratios of spiral to dummy were 150:1 and 118:1.
> Ratios of radiosity to non were 17:1 and 13:1.
>
> That it took 12 minutes *without* radiosity should have been a tip-off.
>
> Another slowdown may have been in my attempt at limb-darkening, which
> involved refraction and a near-duplication of the tubing.  While the
> real-life effect far exceeds the dynamic range of the typical CG image, it
> is noticeable enough in real life that a saturated CG render looks flat
> and unnatural.  (I didn't do a controlled timing test of that feature
> because of the trouble it would take to dismantle it; I may do it later.)
> The second attachment is welder's-eye view mock-up (the lighting is all
> staged) of the effect that I'm trying to achieve.
>
> -- 
> <Insert witty .sig here>


Post a reply to this message

From: Paolo Gibellini
Subject: Re: The torpor of light
Date: 19 Feb 2009 05:27:12
Message: <499d3400$1@news.povray.org>
The second one is very nice!
;-)
Paolo
 >Cousin Ricky  on date 19/02/2009 05:24 wrote:
> Trying to whip up a spiroform compact fluorescent light bulb, all seemed 
> well until I flicked on the high ambient and radiosity.  It took 
> freakin' 4 hours for a little 320x320 swatch!
>


Post a reply to this message

From: triple r
Subject: Re: The torpor of light
Date: 19 Feb 2009 16:45:00
Message: <web.499dd281122f218563a1b7c30@news.povray.org>
"Cousin Ricky" <ric### [at] yahoocom> wrote:
> Trying to whip up a spiroform compact fluorescent light bulb, all seemed
> well until I flicked on the high ambient and radiosity.  It took freakin'
> 4 hours for a little 320x320 swatch!

Here's my quick attempt with mcpov.  Yours looks much better, but it's possible
mine may render more quickly.

The bulb is a mesh just generated by extruding a cross-section along a spline,
all in pov, of course.  There's not much control for orientation or twisting,
but it's fine for a circle.  I used an aoi pattern for the bulb, although it is
almost completely blown out.  It'd be nice to have HDR output for mcpov, but oh
well.  I will post the source to p.t.s-f shortly.

 - Ricky


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From: triple r
Subject: Re: The torpor of light
Date: 19 Feb 2009 17:10:01
Message: <web.499dd836122f218563a1b7c30@news.povray.org>
"triple_r" <nomail@nomail> wrote:
> Here's my quick attempt with mcpov.  Yours looks much better, but it's possible
> mine may render more quickly.

Oops.  Oh, and that wasn't a challenge, just a helpful suggestion.


 - Ricky


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Attachments:
Download 'cfl.jpg' (41 KB)

Preview of image 'cfl.jpg'
cfl.jpg


 

From: Cousin Ricky
Subject: Re: The torpor of light
Date: 19 Feb 2009 21:35:00
Message: <web.499e164f122f218585de7b680@news.povray.org>
"triple_r" <nomail@nomail> wrote:
>
> Here's my quick attempt with mcpov.  Yours looks much better, but it's possible
> mine may render more quickly.

I noticed that you used one of those hard-to-find daylight bulbs.  I actually
prefer those (I use one IRL), but I used a soft warm light here because it
seemed to fit the mood of the recent Tiffany thread.  Makes for an ugly-looking
green through the welding glass, though. :^P

> The bulb is a mesh just generated by extruding a cross-section along a spline,
> all in pov, of course.  There's not much control for orientation or twisting,
> but it's fine for a circle.

That sounds like a good solution.  I'll take a look.

>  I used an aoi pattern for the bulb, although it is
> almost completely blown out.  It'd be nice to have HDR output for mcpov, but oh
> well.  I will post the source to p.t.s-f shortly.

Almost blown out actually sounds like decent goal.  It gives the desired
hypersaturated impression while just avoiding the flatness I mentioned earlier.

I didn't realize that POV had angle-of-incidence.  Is that an MCPOV thing?


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From: triple r
Subject: Re: The torpor of light
Date: 19 Feb 2009 22:10:01
Message: <web.499e1ee8122f218563a1b7c30@news.povray.org>
"Cousin Ricky" <ric### [at] yahoocom> wrote:
> I noticed that you used one of those hard-to-find daylight bulbs.  I actually
> prefer those (I use one IRL), but I used a soft warm light here because it
> seemed to fit the mood of the recent Tiffany thread.  Makes for an ugly-looking
> green through the welding glass, though. :^P

I don't remember them being hard to find, but that's the beauty of compact
fluorescent bulbs--you can hardly remember the last time you purchased one!

> That sounds like a good solution.  I'll take a look.

I've been meaning to do some benchmarks for a while to compare the rendering
time of spheres or more complex primitives to their mesh equivalents.  When
mcpov was originally released, the mesh-based scenes seemed to work much better
than scenes with many primitives.  This should be no surprise, but indicates
that perhaps if a mesh alternative is available, it could be worthwhile.

> I didn't realize that POV had angle-of-incidence.  Is that an MCPOV thing?

It's a megapov thing, and since mcpov is based on megapov, it has the feature as
well.  You did a fine job of accomplishing the effect though.

 - Ricky


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