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Re: OpenGL

by "kalle.last@[EMAIL PROTECTED] " <kalle.last@[EMAIL PROTECTED] > Jan 28, 2007 at 02:08 PM

Dr Jon D Harrop kirjutas:
> Dr Jon D Harrop wrote:
> > kalle.last@[EMAIL PROTECTED]
 wrote:
> > > Even better would be some speed
> > > comparisons with shadows turned on and off.
> >
> > Currently 1600fps without shadows and 10fps with. :-)
>
> For 1280x800, 4x FSAA, 70k tri bunny on my 800MHz laptop I get:
>
> 80fps without shadows (85LOC)
> 2fps with every triangle extruded per frame (174LOC)
> 30fps with silhouette edges extruded per frame (231LOC)
>

Seems as you have increased the performance quite a bit. Though 
loosing around 2.6x performance with only single (spot?)light is still 
rather bad in my oppinion. Try the arauna demo and comment out some 
spotlight there and you'll see it has minimal impact on performance.

> for 200k tri dragon:
>
> 35fps without shadows.
> 9fps with silhouette edges extruded per frame.
>

Gee, increasing polycount by less than 3x you loose around 2.5x 
performance. Linear scaling sucks, doesn't it :)
Also, it seems as turning on the shadows will decrease performance 
around 4x for that 200k model. Would you want to make any guesses on 
how much would performance decrease when you have four such models 
shaded and each covering a quarter of the screen? What do you think, 
how much would a ray tracer loose it's performance in similar 
scenario?
Also, what if you have a scene with ten such models. Three onscreen, 
three out of view frustrum but shadows partially inside it and the 
rest are completely invisible, including their shadows?

> How fast and long are real time ray tracers at similar scenes? Of
> course, we need to run the benchmarks on the same machine...
>

Define "long"
As for speed, I don't know. It largely depends on how much of the 
screen is covered by the model and on how large surface does the 
shadow cover. Before I get some decent tracer working on my PC I can't 
give you any hard numbers.

When assuming that screen is 40% covered by something (60% is empty 
space with nothing behind it) and resolution is the same as you 
(4xFSAA is replaced by 4 samples by ray), I would guess around 3-6 FPS 
on both models on my PC, that is around 12-25M rays per second. My CPU 
is easily capable of that in such a scene. If someone would implement 
adaptive antialiasing and algorithms described in the paper I linked 
in last post (that one with 16x16 ray packets) I would assume much 
higher FPS.

Unfortunately I don't have the code for the latest tracers, though I 
can ask. Problem is that the one used in Arauna is currently only 
running in Windows. I have some older and slower version of that 
tracer but it isn't completely ****ted to Linux. I might try to hack 
Arauna a bit to make it accept some custom models, though I'm not sure 
if that is simple now when it has some dynamic stuff added.

As for PC's, I have Core2Duo e6300 OC'd to 3.1GHz and 6600GT at 
default.
 




 14 Posts in Topic:
OpenGL
Jon Harrop <jon@[EMAIL  2007-01-20 05:23:28 
Re: OpenGL
"kalle.last@[EMAIL P  2007-01-26 03:51:45 
Re: OpenGL
Jon Harrop <jon@[EMAIL  2007-01-26 13:03:17 
Re: OpenGL
"kalle.last@[EMAIL P  2007-01-26 11:35:14 
Re: OpenGL
Jon Harrop <jon@[EMAIL  2007-01-31 18:13:54 
Re: OpenGL
"Dr Jon D Harrop&quo  2007-01-27 14:21:56 
Re: OpenGL
"Dr Jon D Harrop&quo  2007-01-28 10:25:29 
Re: OpenGL
"kalle.last@[EMAIL P  2007-01-28 13:34:25 
Re: OpenGL
"kalle.last@[EMAIL P  2007-01-28 14:08:30 
Re: OpenGL
"Dr Jon D Harrop&quo  2007-01-29 04:22:57 
Re: OpenGL
"Dr Jon D Harrop&quo  2007-01-29 05:04:21 
Re: OpenGL
"kalle.last@[EMAIL P  2007-01-29 16:19:49 
Re: OpenGL
Jon Harrop <jon@[EMAIL  2007-01-30 14:27:20 
Re: OpenGL
"anders" <an  2007-01-31 02:11:30 

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