POV-Ray : Newsgroups : povray.general : POV_Ray for android? Server Time
26 Dec 2024 07:44:37 EST (-0500)
  POV_Ray for android? (Message 1 to 10 of 10)  
From: Bald Eagle
Subject: POV_Ray for android?
Date: 2 Aug 2013 01:05:07
Message: <web.51fb3d66b1c5400f73fc9ebb0@news.povray.org>
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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From: Le Forgeron
Subject: Re: POV_Ray for android?
Date: 2 Aug 2013 01:54:19
Message: <51fb498b$1@news.povray.org>
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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From: clipka
Subject: Re: POV_Ray for android?
Date: 2 Aug 2013 02:06:16
Message: <51fb4c58@news.povray.org>
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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From: Le Forgeron
Subject: Re: POV_Ray for android?
Date: 2 Aug 2013 02:52:25
Message: <51fb5729$1@news.povray.org>
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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From: scott
Subject: Re: POV_Ray for android?
Date: 2 Aug 2013 03:52:43
Message: <51fb654b$1@news.povray.org>
>> 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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From: nemesis
Subject: Re: POV_Ray for android?
Date: 2 Aug 2013 17:15:00
Message: <web.51fc208920ee1410ebb90cbd0@news.povray.org>
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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From: Alain
Subject: Re: POV_Ray for android?
Date: 2 Aug 2013 20:53:37
Message: <51fc5491@news.povray.org>

> 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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From: nemesis
Subject: Re: POV_Ray for android?
Date: 3 Aug 2013 20:40:01
Message: <web.51fda29b20ee141053e0097f0@news.povray.org>
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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From: Le Forgeron
Subject: Re: POV_Ray for android?
Date: 4 Aug 2013 05:30:25
Message: <51fe1f31$1@news.povray.org>
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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From: clipka
Subject: Re: POV_Ray for android?
Date: 4 Aug 2013 09:25:40
Message: <51fe5654@news.povray.org>
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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