Original Post
Just a really general question. How long does it take to trace a scene? At what resolutions? # and type CPUS? # tris? Its just a general question, so any parameters is appreciated. Thanks.
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Original post by cignox1
IMHO, trying to guess those figures is close to useless. That really depends upon what features are implemented and how.
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Original post by cignox1
By the way, are there reasons why are you using 8 threads on a 2 core machine?
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Original post by Samith
...Not exactly comparable to your situation, but it's a situation none-the-less.
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The ray tracer I wrote for my graphics class took like two minutes to render an 800x600 image with one light source (sampled in 9 places, so 9 shadow feelers spawned), a maximum of 4 bounces for reflection, and 3 primitives in the scene (a sphere, a cone and a box). This was all single threaded and not very cleverly programmed and running in debug mode in the compiler with all optimizations turned off. Not exactly comparable to your situation, but it's a situation none-the-less.
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Original post by cignox1 Quote:
The ray tracer I wrote for my graphics class took like two minutes to render an 800x600 image with one light source (sampled in 9 places, so 9 shadow feelers spawned), a maximum of 4 bounces for reflection, and 3 primitives in the scene (a sphere, a cone and a box). This was all single threaded and not very cleverly programmed and running in debug mode in the compiler with all optimizations turned off. Not exactly comparable to your situation, but it's a situation none-the-less.
When executed in debug mode, my raytracer can be 10-20 times slower than when run in release with optimizations on :-)
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Original post by Samith
The framework the TA had us use used a GUI library that wouldn't let you compile in release mode for some reason. Some students found a way around it, though, and apparently their raytracers were significantly faster. I wonder what it is about raytracers that makes compiler optimizations so much more effective than normal?
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Original post by Samith
When executed in debug mode, my raytracer can be 10-20 times slower than when run in release with optimizations on :-)
I wonder what it is about raytracers that makes compiler optimizations so much more effective than normal?
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My most recent one renders 512x512 pixels in 14 or so hours.
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