POV-Ray : Newsgroups : povray.unix : Problem with large scenes Server Time
26 Jun 2024 02:43:17 EDT (-0400)
  Problem with large scenes (Message 1 to 9 of 9)  
From: Youp
Subject: Problem with large scenes
Date: 14 Feb 2005 14:20:01
Message: <web.4210f933f5937aa7f86e95bb0@news.povray.org>
Hi,

I'm trying to process a large file (about 550 MB) generated by a simple
program. There is nothing strange : one camera, one light, and lots of
triangles with predefined textures from stones.inc.

No error but ... no output file. And that's the problem.

I don't think that the export is faulty since it works fine for smaller
scenes.

For information, the computer is an Athlon with 768 MB of RAM and 5GB of
swap and the system is a recent version of linux.
Of course it is far from ideal: it should be very slow but OK.

The file contains about 2 100 000 triangles.
The version of povray is 3.6.1 (both pre-compiled and source version).

I put the text ouput below.

Does anyone have any idea?


Thanks,
Youp


***************************
Here is the session:
***************************

[youp@felix:~] ~/PovRay/bin/povray -D large.pov
Persistence of Vision(tm) Ray Tracer Version 3.6.1 (g++ 3.3.2 @
 i686-pc-linux-gnu)
This is an unofficial version compiled by:
 youp@felix
 The POV-Ray Team(tm) is not responsible for supporting this version.
POV-Ray is based on DKBTrace 2.12 by David K. Buck & Aaron A. Collins
Copyright 1991-2003 Persistence of Vision Team
Copyright 2003-2004 Persistence of Vision Raytracer Pty. Ltd.

Primary POV-Ray 3.5/3.6 Developers: (Alphabetically)
  Chris Cason         Thorsten Froehlich  Nathan Kopp         Ron Parker

Contributing Authors: (Alphabetically)
  Steve Anger         Eric Barish         Dieter Bayer        Steve A.
Bennett
  David K. Buck       Nicolas Calimet     Aaron A. Collins    Chris Dailey
  Steve Demlow        Andreas Dilger      Alexander Enzmann   Dan Farmer
  Mark Gordon         Christoph Hormann   Mike Hough          Chris Huff
  Kari Kivisalo       Lutz Kretzschmar    Jochen Lippert      Pascal
Massimino
  Jim McElhiney       Douglas Muir        Juha Nieminen       Bill Pulver
  Eduard Schwan       Wlodzimierz Skiba   Robert Skinner      Yvo
Smellenbergh
  Zsolt Szalavari     Scott Taylor        Massimo Valentini   Timothy Wegner
  Drew Wells          Chris Young

Other contributors are listed in the documentation.

Support libraries used by POV-Ray:
  ZLib 1.2.1, Copyright 1995-1998 Jean-loup Gailly and Mark Adler
  LibPNG 1.2.5, Copyright 1998-2002 Glenn Randers-Pehrson
  LibJPEG 6b, Copyright 1998 Thomas G. Lane
  LibTIFF 3.6.1, Copyright 1988-1997 Sam Leffler, 1991-1997 SGI
Redirecting Options
  All Streams to console..........On
  Debug Stream to console.........On
  Fatal Stream to console.........On
  Render Stream to console........On
  Statistics Stream to console....On
  Warning Stream to console.......On
Parsing Options
  Input file: large.pov (compatible to version 3.61)
  Remove bounds........On
  Split unions.........Off
  Library paths:
    /home/youp/PovRay//share/povray-3.6
    /home/youp/PovRay//share/povray-3.6/ini
    /home/youp/PovRay//share/povray-3.6/include
Output Options
  Image resolution 320 by 240 (rows 1 to 240, columns 1 to 320).
  Output file: /home/youp/large.png, 24 bpp PNG
  Graphic display......Off
  Mosaic preview.......Off
  CPU usage histogram..Off
  Continued trace......Off
Tracing Options
  Quality:  9
  Bounding boxes.......On   Bounding threshold: 3
  Light Buffer.........On
  Vista Buffer.........On   Draw Vista Buffer....Off
  Antialiasing.........Off
  Clock value:    0.000  (Animation off)

  0:04:58 Parsing 67466K tokens
Total Scene Processing Times
  Parse Time:    0 hours  0 minutes  0 seconds (0 seconds)
  Photon Time:   0 hours  0 minutes  0 seconds (0 seconds)
  Render Time:   0 hours  4 minutes 58 seconds (298 seconds)
  Total Time:    0 hours  4 minutes 58 seconds (298 seconds)
[youp@felix:~]


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From: Nicolas Calimet
Subject: Re: Problem with large scenes
Date: 14 Feb 2005 16:59:45
Message: <42111f51@news.povray.org>
> I'm trying to process a large file (about 550 MB)

> For information, the computer is an Athlon with 768 MB of RAM

>   0:04:58 Parsing 67466K tokens
> Total Scene Processing Times
>   Parse Time:    0 hours  0 minutes  0 seconds (0 seconds)
>   Photon Time:   0 hours  0 minutes  0 seconds (0 seconds)
>   Render Time:   0 hours  4 minutes 58 seconds (298 seconds)
>   Total Time:    0 hours  4 minutes 58 seconds (298 seconds)

	Apparently the scene is not rendered at all, as the usual stats
are totally missing (those reporting ray-shape intersection).  I feel
you are reaching your memory hard limit and the process gets killed
by the OS (yet pov is able to display time statistics).  I'll try to
investigate this with automatically generated large files.

	Do you confirm you get normal statistics display when you
render a smaller input script that leads to an output image too?

	- NC


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From: Warp
Subject: Re: Problem with large scenes
Date: 14 Feb 2005 17:55:41
Message: <42112c6d@news.povray.org>
Youp <you### [at] yahoocom> wrote:
> The file contains about 2 100 000 triangles.

  Lone trianges, a union of triangles or a mesh/mesh2?

-- 
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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From: Youp
Subject: Re: Problem with large scenes
Date: 15 Feb 2005 03:40:01
Message: <web.4211b4fcf0ef05bf86e95bb0@news.povray.org>
Nicolas Calimet <pov### [at] freefr> wrote:
> > I'm trying to process a large file (about 550 MB)
>
> > For information, the computer is an Athlon with 768 MB of RAM
>
> >   0:04:58 Parsing 67466K tokens
> > Total Scene Processing Times
> >   Parse Time:    0 hours  0 minutes  0 seconds (0 seconds)
> >   Photon Time:   0 hours  0 minutes  0 seconds (0 seconds)
> >   Render Time:   0 hours  4 minutes 58 seconds (298 seconds)
> >   Total Time:    0 hours  4 minutes 58 seconds (298 seconds)
>
>  Apparently the scene is not rendered at all, as the usual stats
> are totally missing (those reporting ray-shape intersection).  I feel
> you are reaching your memory hard limit and the process gets killed
> by the OS (yet pov is able to display time statistics).  I'll try to
> investigate this with automatically generated large files.
>
>  Do you confirm you get normal statistics display when you
> render a smaller input script that leads to an output image too?
>
>  - NC


Yes, with smaller scenes, additional information are displayed:
  0:00:01 Parsing 42K tokens
  0:00:01 Creating bounding slabs
  0:00:01 Creating vista buffer
  0:00:01 Creating light buffers 178K tokens
+ Scene stats with the number of finite&infinite objects, lights...
+ Ray shape intersection (tests,succeeded, %)
+ Shadows
+....


What's strange is that when a process is killed, there is a message from the
system to warn the user. Here, it simply continue without doing the work.

Youp.


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From: Youp
Subject: Re: Problem with large scenes
Date: 15 Feb 2005 03:45:00
Message: <web.4211b582f0ef05bf86e95bb0@news.povray.org>
Warp <war### [at] tagpovrayorg> wrote:
> Youp <you### [at] yahoocom> wrote:
> > The file contains about 2 100 000 triangles.
>
>   Lone trianges, a union of triangles or a mesh/mesh2?
>

an union of triangles.


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From: Warp
Subject: Re: Problem with large scenes
Date: 15 Feb 2005 08:46:01
Message: <4211fd19@news.povray.org>
Youp <you### [at] yahoocom> wrote:
> an union of triangles.

  You should convert it to a mesh (often replacing the 'union' keyword
for 'mesh' might work, but not always).
  A mesh takes less memory and is more efficient to copy.

-- 
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -


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From: Youp
Subject: Re: Problem with large scenes
Date: 16 Feb 2005 06:20:00
Message: <web.42132babf0ef05bf86e95bb0@news.povray.org>
Warp <war### [at] tagpovrayorg> wrote:
> Youp <you### [at] yahoocom> wrote:
> > an union of triangles.
>
>   You should convert it to a mesh (often replacing the 'union' keyword
> for 'mesh' might work, but not always).
>   A mesh takes less memory and is more efficient to copy.

Switching from an union to a switch, I have removed per-triangle textures
(and textures transformation).
Even with a 2100000+ triangles file, there is quite no swapping (except when
allocating 12000x8000 image).
Thanks,

Youp.


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From: Warp
Subject: Re: Problem with large scenes
Date: 16 Feb 2005 06:51:30
Message: <421333c2@news.povray.org>
Youp <you### [at] yahoocom> wrote:
> Switching from an union to a switch, I have removed per-triangle textures
> (and textures transformation).

  AFAIK if the per-triangle texture was using a pre-declared texture, then
it doesn't take any additional space at all (in other words, a triangle will
have space allocated for a texture pointer anyways, regardless of whether
it really uses a texture or not).

-- 
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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From: Youp
Subject: Re: Problem with large scenes
Date: 16 Feb 2005 08:10:02
Message: <web.42134589f0ef05bf86e95bb0@news.povray.org>
Warp <war### [at] tagpovrayorg> wrote:
> Youp <you### [at] yahoocom> wrote:
> > Switching from an union to a switch, I have removed per-triangle textures
> > (and textures transformation).
>
>   AFAIK if the per-triangle texture was using a pre-declared texture, then
> it doesn't take any additional space at all (in other words, a triangle will
> have space allocated for a texture pointer anyways, regardless of whether
> it really uses a texture or not).

In fact, there was a texture transformation (scale) that made the parsing
unhappy.
So, I have made a global texture (with its transform) for the mesh.
I have to admit, that I am more a beginner than anything else in povray. I
have 3D basics (a little more in fact, since I am playing with 3D APIs :) )
but, some things are not always clear to adapt to povray (the way textures
are managed for example, that differs from the way they are in OpenGL or
J3D).
I guess I need some training...


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