Indigo 1.1.14

General News and accouncements regarding the Indigo render engine
User avatar
OnoSendai
Developer
Posts: 6226
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

Indigo 1.1.14

Post by OnoSendai » Wed Nov 05, 2008 4:00 am

The big change here is the introduction of the BVH (Bounding volume hierarchy) to replace the BIH. The BVH is generally a lot faster in terms of rendering speed than the BIH (> 80% the speed of the kd-tree), while preserving the same low memory usage and build times of the BIH.
The BVH still builds low quality trees in some circumstances, resulting in low rendering performance , such as the Cornell box scene, but generally it's pretty fast. This will hopefully be fixed in future.

Let me know any performance results, especially comparing the BVH to kd-tree on different scenes.

Switching between the BVH and kd-tree will be done with the bih_tri_threshold setting. (Which is now a misnomer)


32 bit:
http://www.indigorenderer.com/dist/indigo_v1.1.14.zip

64 bit:
http://www.indigorenderer.com/dist/indi ... 1.1.14.zip

changelog:
1.1.14
* fixed fmod linking in ISL
* added OpenMP Dll + manifest to distributions
* replaced BIH with BVH

User avatar
Whaat
Developer
Posts: 1827
Joined: Fri Dec 22, 2006 6:15 am
Location: Canada
Contact:

Post by Whaat » Wed Nov 05, 2008 4:20 am

Thanks ono!

User avatar
Marcofly
Posts: 407
Joined: Thu Jun 29, 2006 12:51 am
Location: Köln, Germany

Post by Marcofly » Wed Nov 05, 2008 4:23 am

thank you Ono! rendertime speed improvement sounds very interesting!! :D :D

User avatar
Zom-B
1st Place 100
Posts: 4697
Joined: Tue Jul 04, 2006 4:18 pm
Location: ´'`\_(ò_Ó)_/´'`
Contact:

Post by Zom-B » Wed Nov 05, 2008 4:24 am

Thanks Ono.... speedups are always very welcome :D

***EDIT***
OK, now I get it... so Heavy Poly (displacement+subdivision) will benefit from this...
Any numbers how much BVH is faster than BIH for rendering?!
Last edited by Zom-B on Wed Nov 05, 2008 4:48 am, edited 3 times in total.
polygonmanufaktur.de

User avatar
PureSpider
Posts: 1459
Joined: Tue Apr 08, 2008 9:37 am
Location: Karlsruhe, BW, Germany
Contact:

Post by PureSpider » Wed Nov 05, 2008 4:30 am

<@PureSpider> will only the build speed be faster or render speed in general?
<+CTZn> both if I understood ok
<@OnoSendai> of what vs what?
<@PureSpider> BVH vs "normal" kd
<@OnoSendai> build is faster, render is slower
<@PureSpider> eeeeeh :@
<+CTZn> ah, necessarily slower ?
<@OnoSendai> yes
<+CTZn> ok, good to know
<@OnoSendai> ok, in some cases it may be faster
...
<@OnoSendai> render speed: kdtree > BVH > BIH
<@OnoSendai> mem usage: kdtree > BVH = BIH
Hope that got things clear :P

User avatar
Borgleader
Posts: 2149
Joined: Mon Jun 16, 2008 10:48 am

Post by Borgleader » Wed Nov 05, 2008 5:11 am

Should the exporters for 1.1.13 work with this build?
benn hired a mercenary to kill my sig...

User avatar
Camox
2nd Place Winner
Posts: 587
Joined: Sat Aug 05, 2006 5:28 am
Location: Berlin Germany
Contact:

Post by Camox » Wed Nov 05, 2008 5:25 am

Thanks Ono ! :D

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Post by CTZn » Wed Nov 05, 2008 5:28 am

Expectedly 100% borgleader
obsolete asset

User avatar
Pinko5
Posts: 497
Joined: Mon Feb 19, 2007 8:15 pm
Location: Italy

Post by Pinko5 » Wed Nov 05, 2008 8:15 am

wowwww tnx Master!!!
Luca. ;)

User avatar
Zom-B
1st Place 100
Posts: 4697
Joined: Tue Jul 04, 2006 4:18 pm
Location: ´'`\_(ò_Ó)_/´'`
Contact:

Post by Zom-B » Wed Nov 05, 2008 12:14 pm

ZomB wrote:Any numbers how much BVH is faster than BIH for rendering?!
My small 5Min Benchmark with some fancy displacement & subdivision was 2.4% faster for BVH than BIH... but BVH consumed about 7% more RAM (1.384GB vs 1.290 GB)

... so far my number crunching test.
polygonmanufaktur.de

Big Fan
Posts: 745
Joined: Tue Oct 17, 2006 9:37 am
Location: Nelson NZ

Post by Big Fan » Wed Nov 05, 2008 4:34 pm

what happened to the clay material experiment?
postponed or scrapped? :roll:

User avatar
vmuriel
Posts: 17
Joined: Thu Apr 03, 2008 12:45 pm
Contact:

Post by vmuriel » Wed Nov 05, 2008 4:48 pm

oooooooooh, again no linux release.

User avatar
fused
Developer
Posts: 3648
Joined: Fri Sep 22, 2006 7:19 am
Location: Berlin, Germany
3D Software: Cinema 4D

Post by fused » Wed Nov 05, 2008 5:11 pm

@ono: couldnt find out what the uv set name was, so i rendered it with SSS. im not even sure if there is any...

doubt this is of interest for you, but i find 60s for 28million poly very exciting :)
Building Mesh 'lucy.ply'...
14027870 vertices (321.072 MB)
28055737 triangles (749.169 MB)
BVH::build()
Calcing root AABB.
Done.
Root AABB min: (225.841080,-388.417145,-605.892822)
Root AABB max: (1155.670166,145.354340,991.145996)
Sorting...
Done (8.44906 s).
Allocating intersect triangles...
Done. Intersect_tris mem usage: 963.217 MB
Build Stats:
Total nodes used: 9408392 (574.243 MB)
Total tri indices used: 37624372 (143.526 MB)
Num sub threshold leaves: 9408272
Num max depth leaves: 120
Num cheaper no-split leaves: 0
Mean tris per leaf: 2.981991
Max tris per leaf: 5
Mean leaf depth: 23.645914
Max leaf depth: 63
Finished building tree.
Done Building Mesh 'lucy.ply'. (Time taken: 60.20800 s)
Attachments
im1225838398.jpg
im1225838398.jpg (390.2 KiB) Viewed 9566 times

User avatar
delle
Posts: 175
Joined: Fri Apr 13, 2007 11:32 pm
Location: Italy

Post by delle » Wed Nov 05, 2008 8:39 pm

Thank you Ono.

I wait for a new Indigo release as a child waits for Christmas... :lol:

Delle

User avatar
filippo
Posts: 658
Joined: Sat Aug 05, 2006 8:46 pm
Location: italia(senigallia-an)
Contact:

Post by filippo » Wed Nov 05, 2008 11:17 pm

thaks ono!!!
filippo
2x Xeon quad core ghz 2.66(8 core)+4g ram+quadro fx
2 x Xeon Quad 5540 (16 core)+16GB ram+ Nvidia GTX 295 1800mb

Post Reply
49 posts

Who is online

Users browsing this forum: No registered users and 1 guest