POV-Ray : Newsgroups : povray.programming : Re: sphere_sweep speed Server Time
29 Jul 2024 10:17:24 EDT (-0400)
  Re: sphere_sweep speed (Message 1 to 2 of 2)  
From: Christopher James Huff
Subject: Re: sphere_sweep speed
Date: 23 Feb 2002 10:05:42
Message: <chrishuff-65EB21.10053123022002@netplex.aussie.org>
In article <3c7788f5@news.povray.org>, "Hugo" <hua### [at] post3teledk> 
wrote:

> > (of course I know sphere sweeps are slow in nature).
> 
> I wonder why spheresweeps exsist in POV at all.. I may sound negative, but
> these shapes can be achieved with cones and render much quicker! I know that
> extra memory is required, but then .... wouldn't it be possible to code an
> internal "repeating-cones" algoritm in POV ... actually a function that just
> repeats any shape, following a user defined path / formula, *without*
> storing all points in memory first. This would be useful in many cases.

As others have mentioned: memory. Take a curved sweep using enough 
spheres and cones to be smooth, and now make a few copies...
I do think other rendering methods would be useful. Some kind of 
adaptive subdivision into cones, tesselation, isosurface-type methods, 
etc...
I think a lot of the problem is just bad bounding though. A sphere sweep 
has a lot of empty space, a box doesn't work that well...some additional 
way of rejecting rays that can't intersect would probably help. Maybe a 
bounding sweep composed of cylinders or cones...

Followups to povray.programming.

-- 
Christopher James Huff <chr### [at] maccom>
POV-Ray TAG e-mail: chr### [at] tagpovrayorg
TAG web site: http://tag.povray.org/


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From:
Subject: Re: sphere_sweep speed
Date: 23 Feb 2002 10:48:55
Message: <4gdf7use63vuvn954df9i55qj3olja76sl@4ax.com>
On Sat, 23 Feb 2002 10:05:31 -0500, Christopher James Huff <chr### [at] maccom>
wrote:
> I think a lot of the problem is just bad bounding though. A sphere sweep 
> has a lot of empty space, a box doesn't work that well...some additional 
> way of rejecting rays that can't intersect would probably help. Maybe a 
> bounding sweep composed of cylinders or cones...

If it can help - look at the:
http://news.povray.org/40eq4uc2i1nmgv4tkq9cdhlb1h4cqrofof%404ax.com
I used here four sphere_sweeps and plane. If it can help here is output of
this image. Other types of objects listed in statistic are becouse of trace()
used in placing sphere_sweeps:

Warning: This rendering uses the following experimental feature(s): Spline,
Radiosity. The design and implementation of these features is likely to change
in future versions of POV-Ray. Full backward compatibility with the current
implementation is NOT guaranteed.

Creating bounding slabs.
Scene contains 5 frame level objects; 1 infinite.

----------------------------------------------------------------------------
Pixels:          319210   Samples:          780882   Smpls/Pxl: 2.45
Rays:           6133522   Saved:                 0   Max Level: 2/5
----------------------------------------------------------------------------
Ray->Shape Intersection          Tests       Succeeded  Percentage
----------------------------------------------------------------------------
Cone/Cylinder                  7767944           13991      0.18
CSG Union                      7767944          829839     10.68
Mesh                             15549             467      3.00
Plane                          7963111         2916648     36.63
Sphere                         7767944            4526      0.06
Sphere Sweep                  31584064        13614668     43.11
Bounding Box                  31390129        28697761     91.42
Light Buffer                   2153688         1810792     84.08
Vista Buffer                   4690583         4488425     95.69
----------------------------------------------------------------------------
Roots tested:          95447041408   eliminated:                   0
Calls to Noise:                  0   Calls to DNoise:             10
----------------------------------------------------------------------------
Shadow Ray Tests:          4736594   Succeeded:              1282164
----------------------------------------------------------------------------
Radiosity samples calculated:      66908 (9.45 percent)
Radiosity samples reused:         641309
----------------------------------------------------------------------------
Smallest Alloc:                 25 bytes   Largest:           785744
Peak memory used:         14994383 bytes
----------------------------------------------------------------------------
Time For Parse:    0 hours  0 minutes  33.0 seconds (33 seconds)
Time For Trace:  223 hours 34 minutes  14.0 seconds (804854 seconds)
Total Time:  223 hours 34 minutes  47.0 seconds (804887 seconds)

ABX


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