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As far a can tell, android "runs on linux".
POV_Ray runs on linux.
Is there no POV_Ray for android?
It would be useful to work out basic scenes on a tablet, and then finish up the
more computationally challenging stuff (textures, area lights, etc) on a "real"
computer.
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Le 02/08/2013 07:02, Bald Eagle a écrit :
> As far a can tell, android "runs on linux".
> POV_Ray runs on linux.
>
> Is there no POV_Ray for android?
Anyone with a C++ compiler on his/her android to test a compilation ?
>
> It would be useful to work out basic scenes on a tablet, and then finish up the
> more computationally challenging stuff (textures, area lights, etc) on a "real"
> computer.
For working without preview, any text editor would do.
To generate preview, maybe limit yourself to +Q4 or similar on the
command line.
I'm afraid any render of more than 30 seconds might siphon the battery
as well as overheat the cpu and burn your hand holding the cooling plate.
--
Just because nobody complains does not mean all parachutes are perfect.
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Am 02.08.2013 07:54, schrieb Le_Forgeron:
> I'm afraid any render of more than 30 seconds might siphon the battery
> as well as overheat the cpu and burn your hand holding the cooling plate.
Not necessarily. It might just as well throttle down to a crawl. But
yes, smartphones and tablet PCs are pretty poor at number crunching.
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Le 02/08/2013 07:02, Bald Eagle a écrit :
> As far a can tell, android "runs on linux".
> POV_Ray runs on linux.
>
> Is there no POV_Ray for android?
>
> It would be useful to work out basic scenes on a tablet, and then finish up the
> more computationally challenging stuff (textures, area lights, etc) on a "real"
> computer.
>
>
On second thought, you actually need a povray-on-the-clouds service.
But I'm not even sure there is a market for it (that is, self-sustaining
market) (oh, well, that might have been an initial comment about
Facebook... )
--
Just because nobody complains does not mean all parachutes are perfect.
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>> It would be useful to work out basic scenes on a tablet, and then finish up the
>> more computationally challenging stuff (textures, area lights, etc) on a "real"
>> computer.
>
> For working without preview, any text editor would do.
> To generate preview, maybe limit yourself to +Q4 or similar on the
> command line.
>
> I'm afraid any render of more than 30 seconds might siphon the battery
> as well as overheat the cpu and burn your hand holding the cooling plate.
AIUI the GPUs are significantly more powerful (than the CPUs) in such
devices, and are responsible for most of the heat generation. Only using
the CPU 100% might not be an issue for heat. Saying that, having a
GPU-based preview would be awesome :-)
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clipka <ano### [at] anonymousorg> wrote:
> Am 02.08.2013 07:54, schrieb Le_Forgeron:
>
> > I'm afraid any render of more than 30 seconds might siphon the battery
> > as well as overheat the cpu and burn your hand holding the cooling plate.
>
> Not necessarily. It might just as well throttle down to a crawl. But
> yes, smartphones and tablet PCs are pretty poor at number crunching.
that's because you guys still think of a number crunching CPU
number crunching nowadays has been largely delegated to GPUs
smartphone/tablets were created to play 3D games and decode mpg4 streams after
all, and that demands quite a lot of number crunching, running on GPU, sure
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> clipka <ano### [at] anonymousorg> wrote:
>> Am 02.08.2013 07:54, schrieb Le_Forgeron:
>>
>>> I'm afraid any render of more than 30 seconds might siphon the battery
>>> as well as overheat the cpu and burn your hand holding the cooling plate.
>>
>> Not necessarily. It might just as well throttle down to a crawl. But
>> yes, smartphones and tablet PCs are pretty poor at number crunching.
>
> that's because you guys still think of a number crunching CPU
>
> number crunching nowadays has been largely delegated to GPUs
>
> smartphone/tablets were created to play 3D games and decode mpg4 streams after
> all, and that demands quite a lot of number crunching, running on GPU, sure
>
>
>
That's not realy the kind of number crunching that POV-Ray need.
The GPU is good at sequemtial number crunching: Decoding a video stream,
decoding an audio stream, performing some scan line rendering.
POV-Ray need random access number crunching and use the FPU for that,
not the CPU itself. During ray tracing, it's prety hard to anticipate
what data will need to be treated next.
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Alain <kua### [at] videotronca> wrote:
> > clipka <ano### [at] anonymousorg> wrote:
> >> Am 02.08.2013 07:54, schrieb Le_Forgeron:
> >>
> >>> I'm afraid any render of more than 30 seconds might siphon the battery
> >>> as well as overheat the cpu and burn your hand holding the cooling plate.
> >>
> >> Not necessarily. It might just as well throttle down to a crawl. But
> >> yes, smartphones and tablet PCs are pretty poor at number crunching.
> >
> > that's because you guys still think of a number crunching CPU
> >
> > number crunching nowadays has been largely delegated to GPUs
> >
> > smartphone/tablets were created to play 3D games and decode mpg4 streams after
> > all, and that demands quite a lot of number crunching, running on GPU, sure
> >
> >
> >
>
> That's not realy the kind of number crunching that POV-Ray need.
>
> The GPU is good at sequemtial number crunching: Decoding a video stream,
> decoding an audio stream, performing some scan line rendering.
> POV-Ray need random access number crunching and use the FPU for that,
> not the CPU itself. During ray tracing, it's prety hard to anticipate
> what data will need to be treated next.
http://render.otoy.com/
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Le 04/08/2013 02:38, nemesis nous fit lire :
> Alain <kua### [at] videotronca> wrote:
>>
>> That's not realy the kind of number crunching that POV-Ray need.
>>
>> The GPU is good at sequemtial number crunching: Decoding a video stream,
>> decoding an audio stream, performing some scan line rendering.
>> POV-Ray need random access number crunching and use the FPU for that,
>> not the CPU itself. During ray tracing, it's prety hard to anticipate
>> what data will need to be treated next.
>
> http://render.otoy.com/
there is one huge difference between povray and usual rendering engine:
Usual engine only handle billions of triangles. Povray uses mathematical
formula for most shapes.
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Am 04.08.2013 11:30, schrieb Le_Forgeron:
> Le 04/08/2013 02:38, nemesis nous fit lire :
>> Alain <kua### [at] videotronca> wrote:
>>>
>>> That's not realy the kind of number crunching that POV-Ray need.
>>>
>>> The GPU is good at sequemtial number crunching: Decoding a video stream,
>>> decoding an audio stream, performing some scan line rendering.
>>> POV-Ray need random access number crunching and use the FPU for that,
>>> not the CPU itself. During ray tracing, it's prety hard to anticipate
>>> what data will need to be treated next.
>>
>> http://render.otoy.com/
>
> there is one huge difference between povray and usual rendering engine:
> Usual engine only handle billions of triangles. Povray uses mathematical
> formula for most shapes.
As a matter of fact, the problem is not that POV-Ray's math doesn't lend
itself to massively parallel computations - the problem is that
POV-Ray's rendering framework wasn't designed for massively parallel
computations, and would need a major redesign. The trick would be to
shoot bundles of N nearly parallel primary rays at once, and defer
computation of any secondary rays, sorting them by origin and direction,
until you have collected enough of them to shoot bundles of nearly
parallel rays again.
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