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5 Jul 2024 14:57:59 EDT (-0400)
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From: Andreas Kaiser
Subject: Re: Improved intersection routine for CSG-Intersection objects
Date: 12 Dec 2003 09:24:34
Message: <3fd9cf37.257025012@news.povray.org>
Warp <war### [at] tagpovrayorg> wrote:

>Andreas Kaiser <kai### [at] siemenscom> wrote:
>> The version below isn't as fast as my C++ version as it doesn't use a
>> BBOX tree for the inverted children.
>
>  Why not?
>
>

This requires some modifications for the bbox tree routines that, may
be next week.

Andreas


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From: Nicolas Calimet
Subject: Re: Improved intersection routine for CSG-Intersection objects
Date: 12 Dec 2003 09:29:24
Message: <3fd9d0c4@news.povray.org>
> gcc version 2.96 and rendered with "+w640 +h480 +a0.3 +fn

	You might try one of the last 3.3.x series.  2.96 was
never officially released (RedHat build) and is known to have
compatibility issues. Moreover it is slower than the new ones.

	- NC


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From: Andreas Kaiser
Subject: Re: Improved intersection routine for CSG-Intersection objects
Date: 12 Dec 2003 09:33:02
Message: <3fd9cfb0.257145235@news.povray.org>
"Mael" <mae### [at] hotmailcom> wrote:

>Hello,
>
>> Next try.
>
>First thank you for your work and patience..
> I've tried to apply your patch and decided to test it with chess2.pov (in
>scenes/advanced). And (you're going to hate me :)  .. I don't get the same
>image (too bad because it was faster :) . I may have messed up applying your

Strange, should really not happen (of course:).
I will check it this evening.
I think there's nothing that you could have messed up (just one new
define an one function to be replaced).

>modification or it could be a compiler issue so if you (or someone else) can
>check.. For information I've compiled on a linux redhat 7.2 PIII 1.13Ghz (in
>fact a bi PIII), gcc version 2.96 and rendered with "+w640 +h480 +a0.3 +fn
>+Ichess2.pov"
>I'll try again later on a more recent system
>
>M

Andreas


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From: Nicolas Calimet
Subject: [OT] Re: Improved intersection routine for CSG-Intersection objects
Date: 12 Dec 2003 09:34:53
Message: <3fd9d20d$1@news.povray.org>
>   I have seen too much C++ code made by C coders and it looks horrible.
> There are tons of things that can be done much better in C++ than in C,
> but due to the C coder bad habits they can't (or even refuse) to
> understand... :)

	POV is currently and will be like this for a while...

	- NC


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From: Christoph Hormann
Subject: Re: Improved intersection routine for CSG-Intersection objects
Date: 12 Dec 2003 09:35:39
Message: <0eroa1-9bs.ln1@triton.imagico.de>
Andreas Kaiser wrote:
> Next try.
> 
> 
> The version below isn't as fast as my C++ version as it doesn't use a
> BBOX tree for the inverted children. Timing values for a level 4
> menger sponge are:
> 
> Original Version: 2207 seconds
> this C Version:    523 seconds
> my C++ Version:     35 seconds

Well, that's much worse, why didn't you convert the original version as 
it was?  It is surely not C++ being faster that leads to this difference...

> benchmark.pov, rendered with -w384 -h384 +a0.3 +v -d -f -x
> 
> Original Version: 5987 seconds
> this C Version:   4280 seconds

Seems about as i'd expect it.

Christoph

-- 
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 25 Oct. 2003 _____./\/^>_*_<^\/\.______


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From: Mael
Subject: Re: Improved intersection routine for CSG-Intersection objects
Date: 12 Dec 2003 09:44:11
Message: <3fd9d43b$1@news.povray.org>
> > gcc version 2.96 and rendered with "+w640 +h480 +a0.3 +fn
>
> You might try one of the last 3.3.x series.  2.96 was
> never officially released (RedHat build) and is known to have
> compatibility issues. Moreover it is slower than the new ones.

Well, this is not my machine (I'm not going to change anything on it..),
I've used it because it was available for me to quickly test.. And that's
why I added at the end of my message that I'll try with more up to date
system later.

M


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From: Mael
Subject: Re: Improved intersection routine for CSG-Intersection objects
Date: 12 Dec 2003 11:16:05
Message: <3fd9e9c5$1@news.povray.org>
> I'll try again later on a more recent system

This time I tried on windows (VC++ 6) and same (wrong) results for
chess2.pov (you can render it without focal blur for faster test)
I hope this is something easy to track down .. good luck :-/

M


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From: Christoph Hormann
Subject: Re: Improved intersection routine for CSG-Intersection objects
Date: 12 Dec 2003 11:32:05
Message: <8s6pa1-o2n.ln1@triton.imagico.de>
Mael wrote:
> 
> First thank you for your work and patience..
>  I've tried to apply your patch and decided to test it with chess2.pov (in
> scenes/advanced). And (you're going to hate me :)  .. I don't get the same
> image (too bad because it was faster :) .

Have you tried it with vista buffer off?

Christoph

-- 
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 25 Oct. 2003 _____./\/^>_*_<^\/\.______


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From: Andrew Clinton
Subject: Re: Improved intersection routine for CSG-Intersection objects
Date: 12 Dec 2003 23:15:01
Message: <web.3fda91f92b6975a2611ee4e60@news.povray.org>
Don't you need to clear the flag for when the next ray comes around?  I'm
getting rendering errors even in benchmark.pov.

Andrew


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From: Warp
Subject: Re: [OT] Re: Improved intersection routine for CSG-Intersection objects
Date: 13 Dec 2003 15:16:43
Message: <3fdb73ab@news.povray.org>
Nicolas Calimet <pov### [at] freefr> wrote:
>         POV is currently and will be like this for a while...

  I know, but I don't blame the pov-team for that. It's not a bunch of
C-coders trying to make a C++ program, but a 10-years old gigantic C program
where some C++ has been added for certain features, not for the intention
of being the final thing, but for being an updated bugfix release before
the complete rewrite in C++ with good OO design.

-- 
plane{-x+y,-1pigment{bozo color_map{[0rgb x][1rgb x+y]}turbulence 1}}
sphere{0,2pigment{rgbt 1}interior{media{emission 1density{spherical
density_map{[0rgb 0][.5rgb<1,.5>][1rgb 1]}turbulence.9}}}scale
<1,1,3>hollow}text{ttf"timrom""Warp".1,0translate<-1,-.1,2>}//  - Warp -


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