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    <strong class="NavBar">POV-Ray 3.6 for UNIX documentation</strong><br> <strong>2.4.6 
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<h3><a name="s02_04_06">2.4.6 </a>Rendering speed</h3>

<h4><a name="s02_04_06_01">2.4.6.1 </a>Will POV-Ray render faster with a 3D card?</h4>

<p>
  <em>&quot;Will POV-Ray render faster if I buy the latest and fastest 3D videocard?&quot;</em> 
</p>

<p>
  No. 
</p>

<p>
  3D-cards are not designed for raytracing. They read polygon meshes and then scanline-render them. Scanline 
 rendering has very little, if anything, to do with raytracing. 3D-cards cannot calculate typical features of 
 raytracing as reflections etc. The algorithms used in 3D-cards have nothing to do with raytracing. 
</p>

<p>
  This means that you cannot use a 3D-card to speed up raytracing (even if you wanted to do so). Raytracing makes 
 lots of float number calculations, and this is very FPU-consuming. You will get much more speed with a very fast FPU 
 than a 3D-card. 
</p>

<p>
  What raytracing does is actually this: Calculate 1 pixel color and (optionally) put it on the screen. You will get 
 little benefit from a fast videocard since only individual pixels are drawn on screen. 
</p>

<h4><a name="s02_04_06_02">2.4.6.2 </a>How do I increase rendering speed?</h4>

<p>
  This question can be divided into 2 questions: 
</p>

<p>
  1) What kind of hardware should I use to increase rendering speed? 
</p>

<p>
  (Answer by Ken Tyler) 
</p>

<p>
  The truth is the computations needed for rendering images are both complex and time consuming. This is one of the 
 few program types that will actualy put your processors FPU to maximum use. 
</p>

<p>
  The things that will most improve speed, roughly in order of appearance, are: 
</p>

<ol>
 
 <li>
   CPU speed 
 </li>

 <li>
   FPU speed 
 </li>

 <li>
   Buss speed and level one and two memory cache - More is better. The faster the buss speed the faster the 
  processor can swap out computations into its level 2 cache and then read them back in. Buss speed therefore can have 
  a large impact on both FPU and CPU calculation times. The more cache memory you have available the faster the 
  operation becomes because the CPU does not have to rely on the much slower system RAM to store information in. 
 </li>

 <li>
   Memory amount, type, and speed. Faster and more is undoubtably better. Swapping out to the hard drive for 
  increasing memory should be considered the last possible option for increasing system memory. The speed of the 
  read/write to disk operation is like walking compared to driving a car. Here again is were buss speed is a major 
  player in the fast rendering game. 
 </li>

 <li>
   Your OS and number of applications open. Closing open applications, including background items like system 
  monitor, task scheduler, internet connections, windows volume control, and all other applications people have hiding 
  in the background, can greatly increase rendering time by stealing cpu cycles. Open task manager and see what you 
  have open and then close everything but the absolute necessities. Other multi-tasking OS's have other methods of 
  determining open application and should be used accordingly. 
 </li>

 <li>
   And lastly your graphics card. This may seem unlikely to you but it is true. If you have a simple 16 bit graphics 
  card your render times, compared to other systems with the same processor and memory but better CG cards, will be 
  equal. No more no less. If you play a lot of games or watch a lot of mpeg movies on your system then by all means own 
  a good CG card. If it is rendering and raytracing you want to do then invest in the best system speed and 
  architecture your money can buy. The graphics cards with hardware acceleration are designed to support fast shading 
  of simple polygons, prevalent in the gaming industry, and offer no support for the intense mathematical number 
  crunching that goes on inside a rendering/raytracing program like Pov-Ray, Studio Max, and Lightwave. If your 
  modeling program uses OpenGl shading methods then a CG card with support for OpenGL will help increase the speed of 
  updating the shading window but when it comes time to render or raytrace the image its support dissapears. 
 </li>

</ol>

<p>
  2) How should I make the POV-Ray scenes so that they will render as fast as possible? 
</p>

<p>
  These are some things which may speed up rendering without having to compromise the quality of the scene: 
</p>

<ul>
 
 <li>
   Bounding boxes: Sometimes POV-Ray's automatic bounding is not perfect and considerable speed may be achieved by 
  bounding objects by hand. These kind of objects are, for example, CSG differences and intersections, blobs and poly 
  objects. See also: <a href="s_82.html#s02_04_06_03">CSG speed</a>. 
 </li>

 <li>
   Number of light sources: Each light source slows down the rendering. If your scene has many light sources, 
  perhaps you should see if you can remove some of them without loosing much quality. Also replace point light sources 
  with spotlights whenever possible. If a light source only lights a little part of the scene, a spotlight is better 
  than a point light, since the point light is tested for each pixel while the spotlight is only tested when the pixel 
  falls into the cone of the light. 
 </li>

 <li>
   Area lights are very slow to calculate. If you have big media effects, they are <em>extremely</em> slow to 
  calculate. Use as few area lights as possible. Always use adaptive area lights unless you need very high accuracy. 
  Use spot area lights whenever possible. 
 </li>

 <li>
   When you have many objects with the same texture, union them and apply the texture only once. This will decrease 
  parse time and memory use. (Of course supposing that it does not matter if the texture does not move with the object 
  anymore...) 
 </li>

 <li>
   Things to do when doing fast test renderings: 
  <ul>
   
   <li>
     Use the quality command line parameter (ie. <code>+Q</code>). 
   </li>

   <li>
     Comment out (or enclose with <code>#if</code>-statements) the majority of the light sources and leave only the 
    necessary ones to see the scene. 
   </li>

   <li>
     Replace (with <code>#if</code>-statements) slow objects (such as superellipsoids) with faster ones (such as 
    boxes). 
   </li>

   <li>
     Replace complex textures with simpler ones (like uniform colors). You can also use the <code>quick_color</code> 
    statement to do this (it will work when you render with quality 5 or lower, ie. command line parameter <code>+Q5</code>). 
    
   </li>

   <li>
     Reflection and refraction: When an object reflects and refracts light (such as a glass object) it usually slows 
    down the rendering considerably. For test renderings turning off one of them (reflection or refraction) or both 
    should greatly increase rendering speed. For example, while testing glass objects it is usually enough to test the 
    refraction only and add the reflection only to the final rendering. (The problem with both reflecting and 
    refracting objects is that the rays will bounce inside the object until max_trace_level is reached, and this is 
    very slow.) 
   </li>

   <li>
     If you have reflection/refraction and a very high <code>max_trace_level</code>, try setting the adc_bailout 
    value to something bigger than the default 1/256. 
   </li>

  </ul>
   
 </li>

</ul>

<h4><a name="s02_04_06_03">2.4.6.3 </a>CSG speed</h4>

<p>
  <em>&quot;How do the different kinds of CSG objects compare in speed? How can I speed them up?&quot;</em> 
</p>

<p>
  There is a lot of misinformation about CSG speed out there. A very common allegation is that &quot;merge is always 
 slower than union&quot;. This statement is not true. Merge is sometimes slower than union, but in some cases it is 
 even faster. For example, consider the following code: 
</p>

<pre>
global_settings { max_trace_level 40 }
camera { location -z*8 look_at 0 angle 35 }
light_source { &lt;100,100,-100&gt; 1 }
merge
{ #declare Ind=0;
  #while(Ind&lt;20)
    sphere { z*Ind,2 pigment { rgbt .9 } }
    #declare Ind=Ind+1;
  #end
}
</pre>

<p>
  There are 20 semitransparent merged spheres there. A test render took 64 seconds. Substituting 'merge' with 'union' 
 took 352 seconds to render (5.5 times longer). The difference in speed is very notable. 
</p>

<p>
  So why is 'merge' so much faster than 'union' in this case? Well, the answer is probably that the number of visible 
 surfaces play a very important role in the rendering speed. When the spheres are unioned there are 18 inner surfaces, 
 while when merged, those inner surfaces are gone. POV-Ray has to calculate lighting and shading for each one of those 
 surfaces and that makes it so slow. When the spheres are merged, there is no need to perform lighting and shading 
 calculations for those 18 surfaces. 
</p>

<p>
  So is 'merge' always faster than 'union'? No. If you have completely non-transparent objects, then 'merge' is 
 slightly slower than 'union', and in that case you should always use 'union' instead. It makes no sense using 'merge' 
 with non-transparent objects. 
</p>

<p>
  Another common allegation is &quot;difference is very slow; much slower than union&quot;. This can also be proven 
 as a false statement. Consider the following example: 
</p>

<pre>
camera { location -z*12 look_at 0 angle 35 }
light_source { &lt;100,100,-100&gt; 1 }
difference
{ sphere { 0,2 }
  sphere { &lt;-1,0,-1&gt;,2 }
  sphere { &lt;1,0,-1&gt;,2 }
  pigment { rgb &lt;1,0,0&gt; }
}
</pre>

<p>
  This scene took 42 seconds to render, while substituting the 'difference' with a 'union' took 59 seconds (1.4 times 
 longer). 
</p>

<p>
  The crucial thing here is the size of the surfaces on screen. The larger the size, the slower to render (because 
 POV-Ray has to do more lighting and shading calculations). 
</p>

<p>
  But the second statement is much closer to the truth than the first one: differences are usually slow to render, 
 specially when the member objects of the difference are very much bigger than the resulting CSG object. This is 
 because POV-Ray's automatic bounding is not perfect. A few words about bounding: 
</p>

<p>
  Suppose you have hundreds of objects (like spheres or whatever) forming a bigger CSG object, but this object is 
 rather small on screen (like a little house for example). It would be really slow to test ray-object intersection for 
 each one of those objects for each pixel of the screen. This is speeded up by bounding the CSG object with a bounding 
 shape (such as a box). Ray-object intersections are first tested for this bounding box, and it is tested for the 
 objects inside the box only if it hits the box. This speeds rendering considerably since the tests are performed only 
 in the area of the screen where the CSG object is located and nowhere else. 
</p>

<p>
  Since it is rather easy to automatically calculate a proper bounding box for a given object, POV-Ray does this and 
 thus you do not have to do it by yourself. 
</p>

<p>
  But this automatic bounding is not perfect. There are situations where a perfect automatic bounding is very hard to 
 calculate. One situation is the difference and the intersection CSG operations. POV-Ray does what it can, but 
 sometimes it makes a pretty poor job. This can be specially seen when the resulting CSG object is very small compared 
 to the CSG member objects. For example: 
</p>

<pre>
intersection
{ sphere { &lt;-1000,0,0&gt;,1001 }
  sphere { &lt;1000,0,0&gt;,1001 }
}
</pre>

<p>
  (This is the same as making a difference with the second sphere inversed) 
</p>

<p>
  In this example the member objects extend from &lt;-2001,-1001,-1001&gt; to &lt;2001,1001,1001&gt; although the 
 resulting CSG object is a pretty small lens-shaped object which is only 2 units wide in the x direction and perhaps 10 
 or 20 or something wide in the y and z directions. As you can see, it is very difficult to calculate the actual 
 dimensions of the object (but not impossible). 
</p>

<p>
  In this type of cases POV-Ray makes a huge bounding box which is useless. You should bound this kind of objects by 
 hand (specially when the it has lots of member objects). This can be done with the bounded_by keyword. 
</p>

<p>
  Here is an example: 
</p>

<pre>
camera { location -z*80 look_at 0 angle 35 }
light_source { &lt;100,200,-150&gt; 1 }
#declare test =
difference
{ union
  { cylinder {&lt;-2, -20, 0&gt;, &lt;-2, 20, 0&gt;, 1}
    cylinder {&lt;2, -20, 0&gt;, &lt;2, 20, 0&gt;, 1}
  }
  box {&lt;-10, 1, -10&gt;, &lt;10, 30, 10&gt;}
  box {&lt;-10, -1, -10&gt;, &lt;10, -30, 10&gt;}
  pigment {rgb &lt;1, .5, .5&gt;}
  bounded_by { box {&lt;-3.1, -1.1, -1.1&gt;, &lt;3.1, 1.1, 1.1&gt;} }
}
 
#declare copy = 0;
#while (copy &lt; 40)
  object {test translate -20*x translate copy*x}
  #declare copy = copy + 3;
#end
</pre>

<p>
  This took 51 seconds to render. Commenting out the 'bounded_by' line increased the rendering time to 231 seconds 
 (4.5 times slower). 
</p>

<h4><a name="s02_04_06_04">2.4.6.4 </a>Does POV-Ray support 3DNow?</h4>

<p>
  No, and most likely never will. 
</p>

<p>
  There are several good reasons for this: 
</p>

<ul>
 
 <li>
   3DNow uses single precision numbers while POV-Ray needs (yes, it needs) double precision numbers. Single 
  precision is not enough (this has been tested in practice).<br> (To better understand the difference between single 
  and double precision numbers, imagine that you could represent values between 0 and 1000 with single precision 
  numbers. With double precision numbers you do not get a scale from 0 to 2000 (as one might think), but from 0 to 
  1000000. The difference is enormous and single precision is not precise enough for what POV-Ray does.) 
 </li>

 <li>
   Adding support for 3DNow (or any other CPU-specific feature) to POV-Ray would make it platform-dependant and not 
  portable. Of course one could make a separate binary for AMD supporting 3DNow, but there are only two ways of doing 
  this: 
  <ol>
   
   <li>
     Compiling POV-Ray with a compiler which automatically can make 3DNow code from C. As far as I know, no such 
    compiler exists which converts double precision math used in POV-Ray to single precision math needed by 3DNow. I do 
    not event know if there is any compiler that supports 3DNow at all. 
   </li>

   <li>
     Changing the source code by hand in order to use 3DNow instructions. This is a whole lot of work (specially 
    because you will probably have to use inline assembler). The source code of POV-Ray is not very small. Would it be 
    worth the efforts? 
   </li>

  </ol>
   
 </li>

</ul>

<p>
  Note: There are a few things in POV-Ray that use single precision math (such as color handling). This is one field 
 where some optimization might be possible without degrading the image quality. 
</p>
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