5 ms·
POV-Ray was my introduction to programming, before actual programming. Graph paper and a lot of trial and error. My longest render was 50 hours for a single 64
by CrLf 6y ago
POV-Ray was my introduction to programming, before actual programming. Graph paper and a lot of trial and error.
My longest render was 50 hours for a single 640x480 image, with caustics and area lighting. 50 hours of a Pentium 100 MHz buzzing near my bed.
- gorgoiler 6y agoPentium? Pentium! We were lucky to have half a 486 and even then it were powered by ferrets, wi’owt e’en DX floating point coprocessor to its name.
- W-Stool 6y agoMonty Python voice: "You were lucky!"
- phkahler 6y ago>> Pentium? Pentium! We were lucky to have half a 486 I used to run it on DEC Alpha. I wrote a pair of scripts to generate include files of parameters and then render frames of an animation using those parameters. I had to hack POVRAY itself to output .tga files which I then fed to Dave's Targa Animator. A modest 20-30 frame animation took over night on that Alpha. University resources ya know...
- holoduke 6y agoHow long would it take now on a modern machine? :) 5 , 10min?
- dan-robertson 6y agoPentiums weren’t that old. It would depend a lot on gpu rather than cpu.
- TylerE 6y agoLess than that even, since in the old days there was likely lots of swapping. A machine of that vintage was likely only on 4mb of RAM. Just the frame buffer would eat up about half of that
- elihu 6y agoIf you ran exactly the same code on a modern machine I'd say that's a pretty reasonable guess. You'd get a big speedup just by going from single-threaded to multi-threaded execution. Probably the biggest boost would be to use modern methods. It's possible to do path tracing at interactive frame-rates on modern hardware; some of the optimizations can include not doing very many samples per pixel but to rely on denoising algorithms that can take advantage of the redundancy inherent in the image to smooth out the graininess of course global illumination effects. There are a lot of other algorithmic improvements too; modern acceleration structures, techniques to preferentially sample rays that are most likely to impact the final result, etc.. POV-Ray is amazing software, but it wasn't really ever meant to be an interactive renderer. It kind of leans towards maximum extensibility over raw performance. Modern renderers are usually much faster.
- SomeoneFromCA 6y agoI doubt you'll get any speedup from multi-threaded execution, unless it is also multi-core.
- klodolph 6y agoIt’s hard to find processors these days that aren’t multi-core. I can’t remember the last time I saw a single-core computer. (Or are you talking about the difference between “multi-threaded execution” and “multi-core execution”? That wouldn’t make sense. Threads are how you execute code on multiple cores.)
- elihu 6y agoThat's what I meant; multiple operating systems threads, not hyperthreaded execution on one core. I don't remember offhand what POV-Ray's support for multi-core execution is or was. Back in the 90's, there was PVM-POV which ran on a cluster. That's probably what you'd use if you had a dual-socket machine back then. I imagine there was probably an MPI version as well. I assume it supports multicore natively now, since practically all CPUs are multi-core now.